public List <EnemyStructure> GetAllEnemys() { List <EnemyStructure> retList = new List <EnemyStructure>(); for (int i = 0; i < enemys.Count; i++) { EnemyStructure creep = new EnemyStructure(); creep.id = i; creep.enemy = enemys[i].GetComponent <BaseEnemy>(); retList.Add(creep); } return(retList); }
public virtual void InitializationEnemy() { switch (_enemyType) { case EnemyType.asteroid: /// newEnemy = new AsteroidEnemy(); // newEnemy.InitializationEnemy(); // break; //Ещё не понял как вынести это в отдельную функцию case EnemyType.baseEnemy: // newEnemy = new BaseEnemy(); // newEnemy.InitializationEnemy(); /// break; } }
protected List <EnemyStructure> GetEnemyStructureList() { List <EnemyStructure> mylist = new List <EnemyStructure>(); List <GameObject> allEnemys = PrefabContainer.Instance.enemys; int index = 0; foreach (GameObject bt in allEnemys) { EnemyStructure es = new EnemyStructure(); es.enemy = bt.GetComponent <BaseEnemy>(); es.id = index; index++; mylist.Add(es); } return(mylist); }
public void SendEnemys(EnemyStructure es) { sendMinionCount++; CmdSendMinion(es.id); }