public void MoveFromPartyToReserve(ECharacters eChar) { Assert.IsTrue(m_listECurrentChars.Contains(eChar)); Assert.IsFalse(m_listEReserveChars.Contains(eChar)); m_listECurrentChars.Remove(eChar); m_listEReserveChars.Add(eChar); }
public BaseCharacter InstantiateCharacter(ECharacters instanceType, Vector2 pos, int groupNumber) { BaseCharacter outCharacter = Instantiate(Resources.Load <BaseCharacter>(m_instanceHandlerDic[instanceType].Path), pos, Quaternion.identity); // Selection StateMachine BaseState idle = null, attack = null, move = null, death = null, chase = null; switch (m_instanceHandlerDic[instanceType].IdleState) { case 0: idle = new Idle_Player(outCharacter); break; case 1: idle = new Idle_Enermy(outCharacter); break; } switch (m_instanceHandlerDic[instanceType].AttackState) { case 0: attack = new Attack_Player(outCharacter); break; case 1: attack = new Attack_ChaseAttack(outCharacter); break; case 2: attack = new Attack_SkillAttack(outCharacter); break; } switch (m_instanceHandlerDic[instanceType].MoveState) { case 0: move = new Move_Player(outCharacter); break; case 1: move = new Move_Enermy(outCharacter); break; } switch (m_instanceHandlerDic[instanceType].DeathState) { case 0: death = new Death_Default(outCharacter); break; } switch (m_instanceHandlerDic[instanceType].ChaseState) { case 1: chase = new Chase_Enermy(outCharacter); break; default: break; } outCharacter.Init(groupNumber, m_instanceHandlerDic[instanceType].AgentDensity, m_instanceHandlerDic[instanceType].Stat, idle, attack, move, death, chase); return(outCharacter); }