public Army.Unit GetUnit(int level, int modifier) { var ret = new Army.Unit { enemy = EnemyPrefab, qty = qty, spawnRate = spawnRate, level = level }; switch (modifier % 4) { case 0: if (level < 3) { break; } ret.qty *= 2; ret.level -= 2; if ((int)ret.spawnRate < 2) { ret.spawnRate++; } break; case 1: if (qty < 2) { break; } ret.qty /= 2; ret.level += 2; if ((int)ret.spawnRate > -2) { ret.spawnRate--; } break; } return(ret); }
void DisplayUnit(WaveManagement.Army.Unit unit) { unit.enemy = EditorGUILayout.ObjectField(unit.enemy, typeof(GameObject), false) as GameObject; unit.qty = EditorGUILayout.IntField("Number", unit.qty); // unit.delay = EditorGUILayout.FloatField("Delay", unit.delay); }