public SavedCharacter(int[] tileID, Vector3 position, Quaternion rotation, int currentHealth, int maxHealth, int attackStrength, int defenseStrength, int maxActionPoints, int turnOrderRating, CharacterBehaviourType behaviour) { this.tileID = tileID; this.position = position; this.rotation = rotation; this.currentHealth = currentHealth; this.maxHealth = maxHealth; this.attackStrength = attackStrength; this.defenseStrength = defenseStrength; this.maxActionPoints = maxActionPoints; this.turnOrderRating = turnOrderRating; this.behaviour = behaviour; }
public void SetBehaviourTo(CharacterBehaviourType type) { switch (type) { case CharacterBehaviourType.aggressive: { if (behaviour == CharacterBehaviourType.passive) { turnOrderRating = -1; } characterCanvas.statusAggressive.gameObject.SetActive(true); characterCanvas.statusPassive.gameObject.SetActive(false); characterCanvas.statusProximity.gameObject.SetActive(false); break; } case CharacterBehaviourType.passive: { characterCanvas.statusAggressive.gameObject.SetActive(false); characterCanvas.statusPassive.gameObject.SetActive(true); characterCanvas.statusProximity.gameObject.SetActive(false); break; } case CharacterBehaviourType.proximity: { characterCanvas.statusAggressive.gameObject.SetActive(false); characterCanvas.statusPassive.gameObject.SetActive(false); characterCanvas.statusProximity.gameObject.SetActive(true); break; } } behaviour = type; }