/// <summary> /// 倒した敵の数を追加 /// </summary> /// <param name="type"></param> public void AddDefeatedEnemy(Enemy.ENEMY_TYPE type) { if (!defeatedEnemy.ContainsKey(type)) { defeatedEnemy[type] = 0; } defeatedEnemy[type] = defeatedEnemy[type] + 1; }
/// <summary> /// 倒した敵の数を取得 /// </summary> /// <param name="type"></param> /// <returns></returns> public int GetDefeatedEnemy(Enemy.ENEMY_TYPE type) { if (!defeatedEnemy.ContainsKey(type)) { return(0); } return(defeatedEnemy[type]); }
/// <summary> /// スコア計算 /// </summary> /// <returns></returns> private float CalcScore(Enemy.ENEMY_TYPE enemyType) { float result = 0; switch (enemyType) { case Enemy.ENEMY_TYPE.PAWN: result = Define.pawnScore; break; case Enemy.ENEMY_TYPE.ROOK: result = Define.rookScore; break; case Enemy.ENEMY_TYPE.BISHOP: result = Define.bishopScore; break; } return(result); }
public static Enemy Create(Enemy.ENEMY_TYPE type, Transform enemyRoot = null) { Enemy result; switch (type) { case Enemy.ENEMY_TYPE.PAWN: result = CreatePawn(); break; case Enemy.ENEMY_TYPE.BISHOP: result = CreateBishop(); break; case Enemy.ENEMY_TYPE.ROOK: result = CreateRook(); break; default: result = CreatePawn(); break; } if (enemyRoot != null) { result.transform.parent = enemyRoot; } return(result); }