예제 #1
0
        /// <summary>
        /// Takes every agent passed in through the parameters and converts it to a 
        /// Sausage Dog type enemy
        /// </summary>
        /// <param name="affectedAgents">List of enemies currently in the game</param>
        public override void ApplyEffect(List<Agent> affectedAgents)
        {
            if (!inUse)
            {
                inUse = true;

                //Gets each agent in the list and replaces it with a sausage dog enemy
                for (int i = 0; i < affectedAgents.Count; i++)
                {
                    Agent tempEnemy = affectedAgents[i];

                    affectedAgents[i] = new SausageDog(tempEnemy.Health, tempEnemy.Row, tempEnemy.Column); //Consider adding tileProgression as param if used properly in Unity
                }
            }
        }
예제 #2
0
        /// <summary>
        /// Creates the enemy.
        /// </summary>
        /// <returns>
        /// The enemy.
        /// </returns>
        /// <param name='type'>
        /// Enemy Type.
        /// </param>
        public AbstractEnemy CreateEnemy(EnemyType type)
        {
            //Switch statement returning enemy depending on EnemyType
            AbstractEnemy temp = new BasicEnemy();

            switch (type)
            {
                case EnemyType.BasicEnemy :
                    temp = new BasicEnemy();
                    break;
                case EnemyType.SausageDog:
                    temp = new SausageDog();
                    break;
            //                case EnemyType.BirdWithArms:
            //                    temp = new BirdWithArms();
            //                    break;
            //                case EnemyType.FatGaint:
            //                    temp = new FatGaint();
            //                    break;
            //                case EnemyType.FishOnLand:
            //                    temp = new FishOnLand();
            //                    break;
            //                case EnemyType.FishWithLegs:
            //                    temp = new FishWithLegs();
            //                    break;
            //                case EnemyType.Hydra:
            //                    temp = new Hydra();
            //					break;
            //                case EnemyType.Kitten:
            //                    temp = new Kitten();
            //                    break;
            //                case EnemyType.Moleman:
            //                    temp = new Moleman();
            //                    break;
            //				case EnemyType.NiceEnemy:
            //                    temp = new NiceEnemy();
            //                    break;
            //				case EnemyType.TimeBomb:
            //                    temp = new TimeBomb();
            //                    break;
            }

            return temp;
        }