//---------- Methods ---------- public void InitializeEnemyUnitGameObject(EnemyUnitData enemyUnitData, float initialHealth) { SetEnemyUnitData(enemyUnitData); this.currentHealth = initialHealth; this.currentShields = enemyUnitData.GetMaxShields(); UnitSpawner.SetObjectName(gameObject); if (enemyUnitData.GetEnemyType() == EnemyType.NORMAL) { SetNormalEnemyColor(); } // Attach select unit circle to this game object Transform enemyUnitCircle = transform.GetChild(0); selectedUnitCircle = enemyUnitCircle; }
public List <string> GetDisplayUnitData() { List <string> unitData = new List <string>(); string displayName = "Enemy: " + enemyUnitData.GetDisplayName(); string health = "Health: " + currentHealth + " / " + enemyUnitData.GetMaxHealth(); string armor = "Armor: " + enemyUnitData.GetArmor(); string shields = "Shields: " + currentShields + " / " + enemyUnitData.GetMaxShields(); string shieldRegenRate = "Shield Regeneration Rate: " + enemyUnitData.GetShieldRegenerationRate(); string level = "Level: " + enemyUnitData.GetLevel(); string movementSpeed = "Movement Speed: " + enemyUnitData.GetMovementSpeed(); string enemyType = "Enemy Type: " + Utils.CleanEnumString(enemyUnitData.GetEnemyType().ToString()); unitData.Add(displayName); unitData.Add(health); unitData.Add(armor); if (enemyUnitData.GetEnemyType() == EnemyType.NORMAL) { unitData.Add(movementSpeed); unitData.Add(level); } else if (enemyUnitData.GetEnemyType() == EnemyType.BOUNTY) { unitData.Add(movementSpeed); } else if (enemyUnitData.GetEnemyType() == EnemyType.BONUS) { unitData.Add(shields); unitData.Add(shieldRegenRate); } else if (enemyUnitData.GetEnemyType() == EnemyType.BOSS) { unitData.Add(movementSpeed); unitData.Add(shields); unitData.Add(shieldRegenRate); } unitData.Add(enemyType); return(unitData); }