public void Reset(LevelType theLevelType, Byte theEnemySpawn, UInt16 minDelay, UInt16 maxDelay, Byte enemyTotal) { levelType = theLevelType; maxEnemySpawn = theEnemySpawn; if (maxEnemySpawn > Constants.MAX_ENEMYS_SPAWN) { maxEnemySpawn = Constants.MAX_ENEMYS_SPAWN; } MinDelay = minDelay; MaxDelay = maxDelay; // Reset all enemies but not the list as will clear. for (Byte index = 0; index < maxEnemySpawn; index++) { EnemyList[index].Reset(); } EnemyTest.Clear(); EnemyDict.Clear(); // Ensure total at least the max. if (enemyTotal < maxEnemySpawn) { enemyTotal = maxEnemySpawn; } EnemyTotal = enemyTotal; EnemySpawn = 0; }
public override void Init() { EnemyDict.Clear(); foreach (EnemyBase enemy in EnemyList) { EnemyDict.Add(enemy.Id, enemy); CheckList(enemy.FearRaceList); CheckList(enemy.ResistRaceList); } }
public void Clear() { EnemyTest.Clear(); EnemyDict.Clear(); }