///Enter each field, -1 sets the stat to its default value public Monster(int size, int jump_dist, float base_accel, float accel_incr, int accel_delay, int delay, Monster_Type m) { if (size != -1) { this.size = size; } if (jump_dist != -1) { this.jump_distance = jump_dist; } if (base_accel != -1) { this.base_acceleration = base_accel; this.total_acceleration = base_accel; } if (accel_delay != -1) { this.acceleration_delay = accel_delay; this.acceleration_delay_backup = accel_delay; } if (accel_incr != -1) { this.acceleration_increment = accel_incr; } if (delay != -1) { this.delay = delay; this.delay_backup = delay; } type = m; if (type != Monster_Type.Normal) { special = true; } }
public Monster(Monster_Type m) { type = m; if (type != Monster_Type.Normal) { special = true; } }
public Electric(string name, int hP, int damage, int lvl, Monster_Type type, int gold) { this.name = name; this.hP = hP; this.damage = damage; this.lvl = lvl; this.type = type; CurrentHP = HP; this.gold = gold; }
public void Set_Monster(Monster_Type _Type, BigInteger m_hp) { monster_Type = _Type; transform.localScale = _Type == Monster_Type.Basic ? Vector3.one : Vector3.one * 1.3f; total_Hp = hp = m_hp; slider_Hp.value = 1; }
private bool monster_in_family(Monster_Family m_family, Monster_Type m_type) { for (int i = 0; i < monster_family_assocs.Count; i++) if (monster_family_assocs[i].Key == m_family && monster_family_assocs[i].Value == m_type) return true; return false; }