//Brute Move public override BruteMove getBruteMoveFromUI(GameObject movementTypeUI) { List <TMP_Dropdown> dropdowns; BruteMove bruteStatement; dropdowns = new List <TMP_Dropdown>(); bruteStatement = new BruteMoveToL1(); movementTypeUI.GetComponentsInChildren <TMP_Dropdown>(dropdowns); foreach (TMP_Dropdown dropdown in dropdowns) { switch (dropdown.value) { case 0: bruteStatement = new BruteMoveToL1(); break; case 1: bruteStatement = new BruteMoveToJ1(); break; case 2: bruteStatement = new BruteJumpTo1(); break; case 3: bruteStatement = new BruteMoveArc1(); break; default: break; } } return(bruteStatement); }
/* * As of now, the example BruteMove types are below as for the move statement */ private BruteMove brutestatementFromParsedString(int movementType, float x, float y, float z, float r) { Vector4 target = new Vector4(x, y, z, r); BruteMove bruteStatement = new BruteMoveToJ1(); // default as for move statement switch (movementType) { case 0: bruteStatement = new BruteMoveToL1(); break; case 1: bruteStatement = new BruteMoveToJ1(); break; case 2: bruteStatement = new BruteJumpTo1(); break; case 3: bruteStatement = new BruteMoveArc1(); break; default: bruteStatement = new BruteMoveToJ1(); break; } bruteStatement.target = target; return(bruteStatement); }