Esempio n. 1
0
    // 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;
                }
            }
        }
    }
Esempio n. 2
0
    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);
    }