public void CreateUnits() { for (int i = 0; i < NumberOfUnits; i++) { AI.Elements UnitElem = (AI.Elements)Random.Range(0, AI.Elements.GetNames(typeof(AI.Elements)).Length); SO1.GameMaster.AI.NewAI(UnitElem); } }
public AIUnit(AI.Elements UT) { UnitType = UT; Health = 100; Mana = 100; Stamina = 100; for (int i = 0; i <= 4; i++) { Moves.NewMove Move = new Moves.NewMove(UnitType); Abilities.Add(Move); } }
public void ParticleSelect(AI.Elements SpellType, ParticleSystem SpellPS) { ParticleSystem.MainModule Main = SpellPS.main; ParticleSystem.EmissionModule EM = SpellPS.emission; ParticleSystem.ColorOverLifetimeModule CLT = SpellPS.colorOverLifetime; switch (SpellType) { case AI.Elements.Fire: Main.startColor = Color.red; EM.enabled = true; EM.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(2.0f, 1), new ParticleSystem.Burst(4.0f, 1) }); Gradient Grad = new Gradient(); CLT.enabled = true; Grad.SetKeys(new GradientColorKey[] { new GradientColorKey(Color.blue, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(0.0f, 1.0f) }); CLT.color = Grad; break; case AI.Elements.Water: break; case AI.Elements.Electric: break; case AI.Elements.Nature: break; case AI.Elements.Rock: break; default: // Shouldn't hit this case break; } }