void setEnemyBehavior(EnemyScript e, EnemyType type) { switch(type) { case EnemyType.AGGRESSIVE: e.boardingForce = 4; e.boardingSpeed = 0.3f; e.getAgent().speed = 3f; e.health = 100; e.windowAggression = 6; e.getAgent().avoidancePriority = aggressiveEnemies; aggressiveEnemies++; e.setSearchType(EnemyScript.SearchTypes.CLOSEST); break; case EnemyType.RUNNER: e.boardingForce = 2; e.boardingSpeed = 0.1f; e.getAgent().speed = 5f; e.health = 90; e.windowAggression = 1; e.getAgent().avoidancePriority = waveSize * 2 + runnerEnemies; runnerEnemies ++; e.setSearchType(EnemyScript.SearchTypes.CLOSEST); break; case EnemyType.VANGUARD: e.boardingForce = 2; e.boardingSpeed = 0.15f; e.getAgent().speed = 4f; e.health = 70; e.windowAggression = 4; e.getAgent().avoidancePriority = waveSize + vanguardEnemies; vanguardEnemies ++; e.setSearchType(EnemyScript.SearchTypes.FARTHEST); break; case EnemyType.SUPPORTER: e.boardingForce = 1; e.boardingSpeed = 0.1f; e.getAgent().speed = 4f; e.health = 120; e.windowAggression = 7; e.getAgent().avoidancePriority = waveSize * 3 + helperEnemies; helperEnemies++; e.setSearchType(EnemyScript.SearchTypes.AID); break; } }