public void AddUnit(Players playerId, Vector2 position, UnitTypes name, float rot = 0f, int health = 0) { IUnit unit; switch (name) { case UnitTypes.Arrow: unit = new Arrow(playerId, position, rot, mGridSize, position); break; case UnitTypes.Swordsman: unit = new Swordsman(playerId, position, rot, mGridSize); break; case UnitTypes.Cavalry: unit = new Cavalry(playerId, position, rot, mGridSize); break; case UnitTypes.Hero: var hero = new Hero(playerId, position, rot, mGridSize, mContent); unit = hero; HeroesByPlayer[playerId] = hero; break; case UnitTypes.Bowman: unit = new Bowman(playerId, position, rot, mGridSize); break; case UnitTypes.BatteringRam: unit = new BatteringRam(playerId, position, rot, mGridSize); break; default: return; } if (unit is IDamageableUnit damageableUnit && health != 0) { damageableUnit.Health = health; } if (!UnitsByPlayer.ContainsKey(playerId)) { UnitsByPlayer.Add(playerId, new List <IUnit>()); } UnitsByPlayer[playerId].Add(unit); if (unit.UnitType == UnitTypes.Hero || unit.UnitType == UnitTypes.Swordsman || unit.UnitType == UnitTypes.Cavalry || unit.UnitType == UnitTypes.BatteringRam || unit.UnitType == UnitTypes.Bowman) { StatisticsByPlayer[playerId]["CreateTroops"] += 1; } if (!UnitsByModel.ContainsKey(unit.ModelType)) { UnitsByModel.Add(unit.ModelType, new List <IUnit>()); } UnitsByModel[unit.ModelType].Add(unit); }
public void AddHero(Players playerId, Vector2 pos, float rot, int mana, int health, LevelManager levelManager, SkillManager skillManager) { var hero = new Hero(playerId, pos, rot, mGridSize, mana, health, levelManager, skillManager, mContent); HeroesByPlayer[playerId] = hero; if (!UnitsByPlayer.ContainsKey(playerId)) { UnitsByPlayer.Add(playerId, new List <IUnit>()); } UnitsByPlayer[playerId].Add(hero); StatisticsByPlayer[playerId]["CreateTroops"] += 1; if (!UnitsByModel.ContainsKey(hero.ModelType)) { UnitsByModel.Add(hero.ModelType, new List <IUnit>()); } UnitsByModel[hero.ModelType].Add(hero); }