// Sets the heroes that will be uses in the current level public void setHeroesPlayable(Hero[] heroes) { this.heroes = heroes; activeHero = heroes[0]; activeHero.status = Hero.Status.ACTIVE; game.camera.lockEntity(activeHero); }
// Loads the trio of heroes for this level private Hero[] loadHeroes(string herostring) { string[] heroSet = herostring.Split('/'); Hero[] heroes = new Hero[3]; for (int i = 0; i < heroSet.Length; i++) { switch (heroSet[i]) { case "TwilightSparkle": heroes[i] = new Hero(game, "TwilightSparkle"); break; case "RainbowDash": heroes[i] = new Hero(game, "RainbowDash"); break; case "Applejack": heroes[i] = new Hero(game, "Applejack"); break; case "Fluttershy": heroes[i] = new Hero(game, "Fluttershy"); break; case "PinkiePie": heroes[i] = new Hero(game, "PinkiePie"); break; case "Rarity": heroes[i] = new Hero(game, "Rarity"); break; default: break; } } return heroes; }