public SubObjectTag[] GetActor() { DungeonProgressData progress = GetComponent <DungeonProgressData>(); DungeonLevel level = progress.GetDungeonLevel(); int maxSoldier = progress.MaxSoldier; int maxActor = progress.MaxActor; int potion = 0; int nextIndex; Stack <SubObjectTag> actors = new Stack <SubObjectTag>(); Dictionary <CombatRoleTag, SubObjectTag[]> group = GetComponent <ActorGroupData>().GetActorGroup(level); SubObjectTag[] soldier = group[CombatRoleTag.Soldier]; SubObjectTag minion = group[CombatRoleTag.Minion][0]; while (potion < maxSoldier) { nextIndex = GetComponent <RandomNumber>().Next( GetComponent <DungeonBlueprint>().Seed, 0, soldier.Length); actors.Push(soldier[nextIndex]); potion += GetComponent <ActorData>().GetIntData( soldier[nextIndex], DataTag.Potion); } while (actors.Count < maxActor) { actors.Push(minion); } return(actors.ToArray()); }
private void Start() { progress = FindObjects.GameLogic.GetComponent <DungeonProgress>(); progressData = FindObjects.GameLogic .GetComponent <DungeonProgressData>(); saveLoad = FindObjects.GameLogic.GetComponent <SaveLoadGame>(); }
private void Start() { schedule = FindObjects.GameLogic.GetComponent <SchedulingSystem>(); progress = FindObjects.GameLogic.GetComponent <DungeonProgress>(); progressData = FindObjects.GameLogic.GetComponent <DungeonProgressData>(); color = FindObjects.GameLogic.GetComponent <GameColor>(); modeline = FindObjects.GameLogic.GetComponent <UIModeline>(); message = FindObjects.GameLogic.GetComponent <UIMessage>(); actorData = FindObjects.GameLogic.GetComponent <ActorData>(); potionData = FindObjects.GameLogic.GetComponent <PotionData>(); coord = FindObjects.GameLogic.GetComponent <ConvertCoordinates>(); fungus = FindObjects.GameLogic.GetComponent <NourishFungus>(); text = FindObjects.GameLogic.GetComponent <GameText>(); getActor = FindObjects.GetStaticActor; }