void GenerateBattle(int numberOfEnemies = 2) { List <BattleActor> opponents = new List <BattleActor>(); int numberOfEnemiesCreated = 0; if (PlayerIsAtBossFight(playerCharacter)) { List <EnemyDefinition> possibleEnemies = Utilities().getBossPerLevel(playerCharacter.level); opponents.Add(new Enemy(possibleEnemies[Random.Range(0, possibleEnemies.Count)])); } else { List <EnemyDefinition> possibleEnemies = Utilities().getEnemiesPerLevel(playerCharacter.level); /* * // HACK code for an Easy Fight that should be left commented out, unless in use * foreach(EnemyDefinition enemyDef in possibleEnemies) * { * if(enemyDef.name == "Bunny") * { * opponents.Add(new Enemy(enemyDef)); * enemies = opponents; * return; * } * } */ while (numberOfEnemies > numberOfEnemiesCreated) { EnemyDefinition enemyType = possibleEnemies[Random.Range(0, possibleEnemies.Count)]; if (enemyType.level < playerCharacter.level) { opponents.Add(new Enemy(enemyType)); opponents.Add(new Enemy(enemyType)); } else { opponents.Add(new Enemy(enemyType)); } numberOfEnemiesCreated++; } } // Set the enemies for the battle to use enemies = opponents; }
public Enemy(EnemyDefinition enemyDef) : base(enemyDef.name, enemyDef.weapon, enemyDef.health, enemyDef.speed, enemyDef.defense) { enemyDefinition = enemyDef; }
public Enemy(EnemyDefinition enemyDef) : base(enemyDef.name, enemyDef.weapon, enemyDef.health, enemyDef.speed, enemyDef.defense) { enemyDefinition = enemyDef; }