public static ITargetBehavior SpawnBehavior(UnitArmorType armorType) { ITargetBehavior targetBehavior; switch (armorType) { case UnitArmorType.Squishy: case UnitArmorType.Armored: case UnitArmorType.NoArmor: default: targetBehavior = new GenericTargetBehavior(100, UnitArmorType.NoArmor); break; } return targetBehavior; }
public GenericTargetBehavior(int maxHP, UnitArmorType armorType) { _currentHitPoints = maxHP; _maxHitPoints = maxHP; _armorType = armorType; }