public void GetDamage(BaseEnemy enemy) { switch (enemy.AttackType) { case AttackType.Effect1: State1--; break; case AttackType.Effect2: State2--; break; } if (State1 == 0) { IsAlive = false; } if (State2 == 0) { IsAlive = false; } }
private void MoveEnemy(BaseEnemy enemy, GameField field) { // Move enemy or attack player }
private void FindNewPath(BaseEnemy enemy, GameField field) { // Find new path finish point }
public void Add(BaseEnemy enemy) { enemies.Add(enemy); }