public GameObject AcquireTarget(AttackPreference pref) { switch (pref) { case AttackPreference.Blacksmith: return(GameManager.Blacksmith); case AttackPreference.Library: return(GameManager.Library); case AttackPreference.Tavern: return(GameManager.Tavern); case AttackPreference.RandomPlayer: return(GameManager.RandomPlayer(this.gameObject)); case AttackPreference.RandomVillager: return(GameManager.RandomVillager(this.gameObject, PerceptionRange)); case AttackPreference.ClosestPlayer: return(GameManager.ClosestPlayer(this.gameObject)); case AttackPreference.ClosestVillager: return(GameManager.ClosestVillager(this.gameObject)); case AttackPreference.WeakestPlayer: return(GameManager.WeakestPlayer(this.gameObject)); } return(null); }
// Use this for initialization void Start() { _samurai = GetComponent <Samurai>(); _agent = GetComponent <NavMeshAgent>(); var possibleTypes = Enum.GetValues(typeof(EnemyType)); _type = (EnemyType)possibleTypes.GetValue(UnityEngine.Random.Range(0, possibleTypes.Length)); _currentAttackPreference = AttackPreference.RandomPlayer; }