MonsterType[] getLostImmortalMonsters() { int rand = Random.Range(0, 2); MonsterType[] monsters; switch (_GameStateHolder._ActivePlayer.LostImmortalKillCount) { case 0: monsters = new MonsterType[] { MonsterType.Wyrm, MonsterType.FireElemental }; break; case 1: monsters = new MonsterType[] { MonsterType.Wyvern, MonsterType.WaterElemental }; break; case 2: monsters = new MonsterType[] { MonsterType.Dragon, MonsterType.EarthElemental }; break; case 3: monsters = new MonsterType[] { MonsterType.Hydra, MonsterType.AirElemental }; break; default: monsters = new MonsterType[] { MonsterType.Hydra, MonsterType.AirElemental }; break; } if (rand == 0) { monsters.Reverse(); } return(monsters); }
MonsterType[] getLostImmortalMonsters() { int rand = Random.Range(0,2); MonsterType[] monsters; switch(_GameStateHolder._ActivePlayer.LostImmortalKillCount) { case 0: monsters = new MonsterType[] { MonsterType.Wyrm, MonsterType.FireElemental }; break; case 1: monsters = new MonsterType[] { MonsterType.Wyvern, MonsterType.WaterElemental }; break; case 2: monsters = new MonsterType[] { MonsterType.Dragon, MonsterType.EarthElemental }; break; case 3: monsters = new MonsterType[] { MonsterType.Hydra, MonsterType.AirElemental }; break; default: monsters = new MonsterType[] { MonsterType.Hydra, MonsterType.AirElemental }; break; } if(rand == 0) { monsters.Reverse(); } return monsters; }