// Create an enemy of a specific type. private void CreateEnemy(string unitType) { // create a new enemy unit EnemyUnit enemyUnit; // check the unit type if (unitType == EnemyUnit.LARGE_ENEMY) { // create a large enemy unit enemyUnit = new LargeEnemy(); } else if (unitType == EnemyUnit.MEDIUM_ENEMY) { // create a medium enemy enemyUnit = new MediumEnemy(); } else { // create a small enemy enemyUnit = new SmallEnemy(); } // setup the unit boxes in the default location enemyUnit.SpawnEnemy(unitType); // add it to the list enemyUnits.Add(enemyUnit); // calculate the amount of enemies remaining amountOfEnemiesRemaining -= 1; }
// Create an enemy given recorded information private void CreateSpecificEnemy(string unitType, int enemyUnitHealth, int enemyUnitBoxX, int enemyUnitHealthBoxY) { // create a new enemy unit EnemyUnit enemyUnit; // check the unit type if (unitType == EnemyUnit.LARGE_ENEMY) { // create a large enemy unit enemyUnit = new LargeEnemy(); } else if (unitType == EnemyUnit.MEDIUM_ENEMY) { // create a medium enemy enemyUnit = new MediumEnemy(); } else { // create a small enemy enemyUnit = new SmallEnemy(); } // load the enemy boxes into specific locations enemyUnit.LoadEnemy(unitType, enemyUnitHealth, enemyUnitBoxX, enemyUnitHealthBoxY); // add it to the list enemyUnits.Add(enemyUnit); // calculate the amount of enemies remaining amountOfEnemiesRemaining -= 1; }