public Enemy FindAction(Enemy enemy, string action) { //finds the action or trait from the string provided switch (action) { //for the actions case "hop": enemy.AddAction(action); break; case "shock": enemy.AddAction(action); break; case "hungry": enemy.AddAction(action); break; //for the Traits case "explosive": enemy.AddTrait(Enemy.EXPLOSIVE); break; default: Debug.Log(TAG + "Warning. Did not understand the data"); break; } return(enemy); }
public override void Act(Enemy source, ActionContext context) { foreach (Action action in actions) { if (notFirstLoop) { action.time += period; } source.AddAction(action); } Loop nextIteration = new Loop(time + period, period, actions); source.AddAction(nextIteration); }