// Start is called before the first frame update void Start() { timesRefreshed = 0; NPC_COST_DATA = new Dictionary <Unit, int> // public enum Unit {Grenadier, RogueSpy,Chomper,RatWarrior, Tiger, Orbling, Skeleton, AxeGuard, DeadWizard, Cactus, BabyDragon, BigLizard, RockGolem, MageTower, ShamanTotem, Spitter, GoblinZerk, Zombie,Tree,KnightTower,CursedTomb,WarriorTent,AngelStatue,DemonLord} { { Unit.AngelStatue, 4 }, { Unit.AlienSoldier, 999 }, { Unit.AxeGuard, 2 }, { Unit.BabyDragon, 6 }, { Unit.BigLizard, 4 }, { Unit.Cactus, 2 }, { Unit.Chomper, 2 }, { Unit.CursedTomb, 4 }, { Unit.DoomBull, 4 }, { Unit.DemonLord, 6 }, { Unit.Engineer, 999 }, { Unit.Eyebat, 999 }, { Unit.GoblinZerk, 2 }, { Unit.Grenadier, 2 }, { Unit.KnightTower, 4 }, { Unit.MageTower, 4 }, { Unit.Orbling, 6 }, { Unit.RatWarrior, 4 }, { Unit.RockGolem, 2 }, { Unit.RogueSpy, 6 }, { Unit.ShamanTotem, 4 }, { Unit.Skeleton, 2 }, { Unit.Spitter, 2 }, { Unit.Tiger, 4 }, { Unit.Tree, 4 }, { Unit.WarriorTent, 4 }, { Unit.Zombie, 2 }, }; List <Unit> assassinList = new List <Unit>(); assassinList.Add(Unit.Tiger); assassinList.Add(Unit.Cactus); assassinList.Add(Unit.Grenadier); assassinList.Add(Unit.RogueSpy); assassinList.Add(Unit.Spitter); assassinList.Add(Unit.Zombie); List <Unit> beastList = new List <Unit>(); beastList.Add(Unit.BabyDragon); beastList.Add(Unit.RatWarrior); beastList.Add(Unit.Tiger); beastList.Add(Unit.BigLizard); beastList.Add(Unit.Chomper); beastList.Add(Unit.Spitter); List <Unit> elementalList = new List <Unit>(); elementalList.Add(Unit.RockGolem); elementalList.Add(Unit.Orbling); elementalList.Add(Unit.Cactus); elementalList.Add(Unit.BigLizard); elementalList.Add(Unit.ShamanTotem); elementalList.Add(Unit.Tree); List <Unit> guardianList = new List <Unit>(); guardianList.Add(Unit.AxeGuard); guardianList.Add(Unit.Grenadier); guardianList.Add(Unit.GoblinZerk); guardianList.Add(Unit.KnightTower); guardianList.Add(Unit.DemonLord); guardianList.Add(Unit.AngelStatue); List <Unit> structureList = new List <Unit>(); structureList.Add(Unit.MageTower); structureList.Add(Unit.ShamanTotem); structureList.Add(Unit.Tree); structureList.Add(Unit.KnightTower); structureList.Add(Unit.CursedTomb); structureList.Add(Unit.WarriorTent); structureList.Add(Unit.AngelStatue); List <Unit> undeadList = new List <Unit>(); undeadList.Add(Unit.Skeleton); undeadList.Add(Unit.DoomBull); undeadList.Add(Unit.Zombie); undeadList.Add(Unit.CursedTomb); undeadList.Add(Unit.DemonLord); List <Unit> warriorList = new List <Unit>(); warriorList.Add(Unit.RockGolem); warriorList.Add(Unit.RatWarrior); warriorList.Add(Unit.Skeleton); warriorList.Add(Unit.AxeGuard); warriorList.Add(Unit.RogueSpy); warriorList.Add(Unit.GoblinZerk); warriorList.Add(Unit.WarriorTent); List <Unit> wizardList = new List <Unit>(); wizardList.Add(Unit.BabyDragon); wizardList.Add(Unit.Orbling); wizardList.Add(Unit.DoomBull); wizardList.Add(Unit.MageTower); wizardList.Add(Unit.Chomper); TRIBAL_UNIT_DATA = new Dictionary <Tribe, List <Unit> > // public enum Unit {RatWarrior, Tiger, Orbling, Skeleton,AxeGuard,DeadWizard,Cactus,BabyDragon,BigLizard,RockGolem,MageTower,ShamanTotem} --- public enum Tribe { Warrior, Beast, Elemental, Undead, Wizard, Assassin, Guardian, Structure } { { Tribe.Assassin, assassinList }, { Tribe.Beast, beastList }, { Tribe.Elemental, elementalList }, { Tribe.Guardian, guardianList }, { Tribe.Structure, structureList }, { Tribe.Undead, undeadList }, { Tribe.Warrior, warriorList }, { Tribe.Wizard, wizardList }, }; List <ItemName> trashList = new List <ItemName> { ItemName.StickSword, ItemName.WoodenShield, ItemName.LongSword, ItemName.BroadSword }; List <ItemName> commonList = new List <ItemName> { ItemName.TwoHander, ItemName.ShortSword, ItemName.WolfMask }; List <ItemName> rareList = new List <ItemName> { ItemName.DragonKnife, ItemName.SkullShield, ItemName.FlamingScimitar, ItemName.PoisonedRapier }; List <ItemName> artifactList = new List <ItemName> { ItemName.LifeStone, ItemName.MoonKatana }; ITEM_RARITY_DATA = new Dictionary <ItemRarity, List <ItemName> > { { ItemRarity.Trash, trashList }, { ItemRarity.Common, commonList }, { ItemRarity.Rare, rareList }, { ItemRarity.Artifact, artifactList }, }; constant_HP_RegenPerSecond = constant_HP_BaseTickRegeneration / constant_HP_RegenerationIntervalSeconds; constant_HP_CONCENTRATIONPerSecond = constant_Concentration_BaseTickRegeneration / constant_Concentration_RegenerationIntervalSeconds; InitializeDeployedTribesCounter(); ReInitializeEnemyActiveTribesCounter(); InitializeShoppingOptions(); SetPlayerGoldCount(playerGoldCount); playerOwnedNpcs = new List <NPC>(); SetCurrentlyDeployedUnits(0); uiController.ChangeHPPlayerDisplayText(this.currentPlayerHealth, this.maxPlayerHealth); }