public UnitStats RandomlySelectUnit() { // get number of active unit types remaining int numTypes = activeUnitTypes.Count; if (numTypes == 0) { return(null); //bad } int index = UnityEngine.Random.Range(0, numTypes); // randomly generate a number between 0 - numTypes UnitType unitType = activeUnitTypes.ElementAt(index); // fix unitAmounts & types int numUnits = activeUnitNumbers.GetNumber(unitType); if (numUnits == 1) { activeUnitTypes.Remove(unitType); } activeUnitNumbers.Remove(unitType); return(UnitStatsFactory.Create(unitType)); }
private void SetUnitStats() { UnitStats stats = UnitStatsFactory.Create(type); unitStats.text = string.Format("Damage: {0} \nHealth: {1}", stats.attackDamage, stats.health); }