// JERRY NEEDS TO GO UP // ENEMY GO DOWN public void initTurnQueue() { //Place holder for when other party memebers are added int queueIndex = 0; int [] speedArray = new int[turnQueue.Length]; for (int i = 0; i < enemy_properties.getSize(); i++) { turnQueue[i] = enemy_properties.getEnemy(i); speedArray[i] = (int)enemy_properties.getEnemy(i).GetComponent <BattleEnemy>().getEnemySpeed(); queueIndex++; } turnQueue[queueIndex] = player; speedArray[queueIndex] = (int)player_properties.getPlayerSpeed(); for (int i = 0; i < queueIndex + 1; i++) { for (int j = i; j < queueIndex; j++) { if (speedArray[i] < speedArray[j + 1]) { int temp = speedArray[j + 1]; GameObject tempG = turnQueue[j + 1]; speedArray[j + 1] = speedArray[i]; turnQueue[j + 1] = turnQueue[i]; speedArray[i] = temp; turnQueue[i] = tempG; } } } }
private Vector3[] initEnemyArray() { // ***ESSENTIALLY DOES THE SAME THING AS ABOVE EXCEPT WITH ENEMIES*** int enemy_amount = enemy.GetComponent <SpanEnemies>().getSize(); SpanEnemies enemy_x = enemy.GetComponent <SpanEnemies>(); Vector3[] enemyPosArr = new Vector3[enemy_amount]; for (int i = 0; i < enemy_amount; i++) { enemyPosArr[i] = enemy_x.getEnemy(i).transform.position; } return(enemyPosArr); }