private string GetAcidProjectileAttackPath(PlayerUnitRank rank) { switch (rank) { case PlayerUnitRank.D: return("Audio/ProjectileLaunch/Acid/mutalisk_attack"); case PlayerUnitRank.C: return("Audio/ProjectileLaunch/Acid/guardian_attack"); case PlayerUnitRank.B: return("Audio/ProjectileLaunch/Acid/devourer_attack"); case PlayerUnitRank.A: return("Audio/ProjectileLaunch/Acid/hydralisk_attack"); case PlayerUnitRank.S: return("Audio/ProjectileLaunch/Acid/hydralisk_attack"); case PlayerUnitRank.X: return("Audio/ProjectileLaunch/Acid/devourer_attack"); default: throw new GameplayException("Unrecognized unit rank value: " + rank.ToString() + ". Cannot play acid attack sound."); } }
private string GetBladeProjectileAttackPath(PlayerUnitRank rank) { switch (rank) { case PlayerUnitRank.D: return("Audio/ProjectileLaunch/Blade/glaive_attack"); case PlayerUnitRank.C: return("Audio/ProjectileLaunch/Blade/glaive_attack"); case PlayerUnitRank.B: return("Audio/ProjectileLaunch/Blade/glaive_attack_2"); case PlayerUnitRank.A: return("Audio/ProjectileLaunch/Blade/glaive_attack_2"); case PlayerUnitRank.S: return("Audio/ProjectileLaunch/Blade/interceptor_attack"); case PlayerUnitRank.X: return("Audio/ProjectileLaunch/Blade/interceptor_attack"); default: throw new GameplayException("Unrecognized unit rank value: " + rank.ToString() + ". Cannot play blade attack sound."); } }
private string GetLaserProjectileAttackPath(PlayerUnitRank rank) { switch (rank) { case PlayerUnitRank.D: return("Audio/ProjectileLaunch/Laser/laser_attack"); case PlayerUnitRank.C: return("Audio/ProjectileLaunch/Laser/laser_attack"); case PlayerUnitRank.B: return("Audio/ProjectileLaunch/Laser/wraith_laser"); case PlayerUnitRank.A: return("Audio/ProjectileLaunch/Laser/wraith_laser"); case PlayerUnitRank.S: return("Audio/ProjectileLaunch/Laser/wraithair_attack"); case PlayerUnitRank.X: return("Audio/ProjectileLaunch/Laser/yamato_attack"); default: throw new GameplayException("Unrecognized unit rank value: " + rank.ToString() + ". Cannot play laser attack sound."); } }
private string GetPsionicProjectileAttackPath(PlayerUnitRank rank) { switch (rank) { case PlayerUnitRank.D: return("Audio/ProjectileLaunch/Psionic/hightemplar_attack"); case PlayerUnitRank.C: return("Audio/ProjectileLaunch/Psionic/dragoon_attack"); case PlayerUnitRank.B: return("Audio/ProjectileLaunch/Psionic/shockwave_attack"); case PlayerUnitRank.A: return("Audio/ProjectileLaunch/Psionic/hightemplar_attack"); case PlayerUnitRank.S: return("Audio/ProjectileLaunch/Psionic/shockwave_attack"); case PlayerUnitRank.X: return("Audio/ProjectileLaunch/Psionic/dragoon_attack"); default: throw new GameplayException("Unrecognized unit rank value: " + rank.ToString() + ". Cannot play psionic attack sound."); } }
private string GetMechProjectileAttackPath(PlayerUnitRank rank) { switch (rank) { case PlayerUnitRank.D: return("Audio/ProjectileLaunch/Mech/vulture_attack"); case PlayerUnitRank.C: return("Audio/ProjectileLaunch/Mech/goliath_attack"); case PlayerUnitRank.B: return("Audio/ProjectileLaunch/Mech/tank_attack"); case PlayerUnitRank.A: return("Audio/ProjectileLaunch/Mech/vulture_attack"); case PlayerUnitRank.S: return("Audio/ProjectileLaunch/Mech/tanksiege_attack"); case PlayerUnitRank.X: return("Audio/ProjectileLaunch/Mech/missile_launcher"); default: throw new GameplayException("Unrecognized unit rank value: " + rank.ToString() + ". Cannot play mech attack sound."); } }
private string GetInfantryProjectileAttackPath(PlayerUnitRank rank) { switch (rank) { case PlayerUnitRank.D: return("Audio/ProjectileLaunch/Infantry/ghost_attack"); case PlayerUnitRank.C: return("Audio/ProjectileLaunch/Infantry/ghost_attack"); case PlayerUnitRank.B: return("Audio/ProjectileLaunch/Infantry/marine_attack"); case PlayerUnitRank.A: return("Audio/ProjectileLaunch/Infantry/ghost_attack"); case PlayerUnitRank.S: return("Audio/ProjectileLaunch/Infantry/ghost_attack"); case PlayerUnitRank.X: return("Audio/ProjectileLaunch/Infantry/marine_attack"); default: throw new GameplayException("Unrecognized unit rank value: " + rank.ToString() + ". Cannot play infantry attack sound."); } }
public PlayerUnit CreateRandomUnitOfRank(PlayerUnitRank rank) { if (rank == PlayerUnitRank.D) { return(CreateRandomDUnit()); } else if (rank == PlayerUnitRank.C) { return(CreateRandomCUnit()); } else if (rank == PlayerUnitRank.B) { return(CreateRandomBUnit()); } else if (rank == PlayerUnitRank.A) { return(CreateRandomAUnit()); } else if (rank == PlayerUnitRank.S) { return(CreateRandomSUnit()); } else { throw new GameplayException("Unsupported rank value: " + rank.ToString()); } }
private string GetFlameProjectileAttackPath(PlayerUnitRank rank) { switch (rank) { case PlayerUnitRank.B: return("Audio/ProjectileLaunch/Flame/flame_attack"); case PlayerUnitRank.A: return("Audio/ProjectileLaunch/Flame/flame_attack"); case PlayerUnitRank.S: return("Audio/ProjectileLaunch/Flame/flame_attack_2"); case PlayerUnitRank.X: return("Audio/ProjectileLaunch/Flame/flame_attack_2"); default: throw new GameplayException("Unrecognized unit rank value: " + rank.ToString() + ". Cannot play flame attack sound."); } }
private PlayerUnitRank GetNextTierRank(PlayerUnitRank rank) { if (rank == PlayerUnitRank.D) { return(PlayerUnitRank.C); } else if (rank == PlayerUnitRank.C) { return(PlayerUnitRank.B); } else if (rank == PlayerUnitRank.B) { return(PlayerUnitRank.A); } else if (rank == PlayerUnitRank.A) { return(PlayerUnitRank.S); } else { throw new GameplayException("Unsupported rank value: " + rank.ToString()); } }
private void UpdateSelectionText() { selectionText.text = selectedUnitRank.ToString() + " " + selectedUnitClass.ToString(); }