public static Enemy[] GetRandomEnemy(int amount, int powerLevel) { Enemy enemy = null; List <Enemy> enemies = new List <Enemy>(); int rand = gen.Next(0, 4); switch (rand) { case (0): for (int i = 0; i < amount; i++) { enemy = new MeleeEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; case (1): for (int i = 0; i < amount; i++) { enemy = new RangedEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; case (2): for (int i = 0; i < amount; i++) { enemy = new MageEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; case (3): for (int i = 0; i < amount; i++) { enemy = new GuardianEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; } return(enemies.ToArray()); }
public static Enemy[] GetRandomEnemy(int amount, int powerLevel) { Enemy enemy = null; List<Enemy> enemies = new List<Enemy>(); int rand = gen.Next(0, 4); switch(rand) { case(0): for (int i = 0; i < amount; i++) { enemy = new MeleeEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; case (1): for (int i = 0; i < amount; i++) { enemy = new RangedEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; case (2): for (int i = 0; i < amount; i++) { enemy = new MageEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; case (3): for (int i = 0; i < amount; i++) { enemy = new GuardianEnemy(); enemy.BuildEnemy(powerLevel); enemies.Add(enemy); } break; } return enemies.ToArray(); }