Func <Character, float> GetSelector(TargetingPriorities priority) { switch (priority) { case TargetingPriorities.HighThreat: return(c => c.Threat + 1); case TargetingPriorities.HighThreatened: return(c => c.Threatened); default: return(c => 0); } }
public TargetingHandler(Character parent, GameCoordinator game) { _parent = parent; Priority = TargetingPriorities.Random; _game = game; }