protected Enemy(MapField[] path, SoldiersController sc, EnemiesController ec, PlayerBase targetBase, DamageType dt, HealthType ht, UnitParameters up, int defaultDamage) : base(sc, ec, up) { PathToTraverse = path; _targetBase = targetBase; _up = up; switch (ht) { case HealthType.Armor: _up.Armor = up.Health; break; case HealthType.EnergyShields: _up.EnergyShields = up.Health; break; case HealthType.EMF: _up.EMF = up.Health; break; } switch (dt) { case DamageType.Plasma: _up.PlasmaDamage = defaultDamage * 2; break; case DamageType.Ballistic: _up.BallisticDamage = Mathf.CeilToInt(defaultDamage / 2); break; case DamageType.Laser: _up.LaserDamage = defaultDamage; break; } CurrentMovementTarget = PathToTraverse[0].Position; }
public DummyEnemy(MapField[] path, SoldiersController sc, EnemiesController ec, PlayerBase pb, DamageType dt, HealthType ht, UnitParameters up, int defaultDamage) : base(path, sc, ec, pb, dt, ht, up, defaultDamage) { Position = Vector2.down * 1000; }