public void Minotaur_WhenCreated_WithDefaults_ShouldGetBonusAttackStrength_ToEqualTwelve() { // Arrange var sut = new Minotaur(); // Act var attackStrenth = sut.SoldierStats.AttackStrength; // Assert Assert.That(attackStrenth, Is.EqualTo(12)); }
public void Minotaur_WhenCreated_WithDefaults_ShouldGetDefenseOfFive() { // Arrange var sut = new Minotaur(); // Act var defense = sut.SoldierStats.Defense; // Assert Assert.That(defense, Is.EqualTo(5)); }
public void LoadMap() { game.SetMap(); SetMap(game.GetCurrentMap()); theseus = theMap.TheTheseus; minotaur = theMap.TheMinotaur; SetTitle(); Painter.SetPanelSize(pnlBackground, this, theMap.Tiles, 2); RenderCharacters(); }
private bool _isLookingRight = true; // Looking state of the sprite private void Awake() { // Get the components minotaurBehavior = GetComponentInParent <Minotaur>(); _animator = GetComponent <Animator>(); _sprite = GetComponent <SpriteRenderer>(); _aiPath = GetComponentInParent <AIPath>(); _aiDestinationSetter = GetComponentInParent <AIDestinationSetter>(); _hitboxForward = GetComponentInChildren <CircleCollider2D>(); _hitboxBelow = GetComponentInChildren <CapsuleCollider2D>(); _audio = FindObjectOfType <AudioManager>(); }
public void Minotaur_WhenCreated_WithDefaults_ShouldHaveSoldierTypeOfMinotaur() { // Arrange var sut = new Minotaur(); // Act var soldierType = sut.SoldierType; Console.WriteLine($"Soldier Type: {soldierType}"); // Assert Assert.That(soldierType, Is.EqualTo(SoldierType.Minotaur)); }
public void Minotaur_WhenCreated_WithDefaults_ShouldHaveSoldierClassificationOfNone() { // Arrange var sut = new Minotaur(); // Act var soldierClass = sut.Classification; Console.WriteLine($"Soldier Classification: {soldierClass}"); // Assert Assert.That(soldierClass, Is.EqualTo(Class.None)); }
bool SurroundingOk() { bool ok = true; List <Node> surroundingNodes = grid.TilesReachables(thisUnit, thisUnit.stench); // Para cada tile na área de visão do player foreach (var node in surroundingNodes) { Minotaur minotaur = FindObjectOfType <Minotaur>(); if (minotaur) { // Se o minotauro está no tile if (GameObject.Find(node.lXcY).GetComponent <Tile>().minotaurNear == 0) { // e eu não sabia que ele tava vivo, if (!kdb.CheckVar("isAlive", minotaur.gameObject.name)) { // agora sei que está vivo! kdb.Add("isAlive", minotaur.gameObject.name); } // e eu não sabia que ele estava nesse tile, if (!kdb.CheckRelation("atTile", minotaur.gameObject.name, node.lXcY)) { // agora sei que está naquele tile, e tenho que repensar o plano. kdb.Add("atTile", minotaur.gameObject.name, node.lXcY); ok = false; } } // Se o minotauro não está no tile else { // e eu achava que ele estava nesse tile, if (kdb.CheckRelation("atTile", minotaur.gameObject.name, node.lXcY)) { // agora sei que ele não está nesse tile, e tenho que repensar o plano. kdb.Remove("atTile", minotaur.gameObject.name, node.lXcY); ok = false; } } } else { // Minotauro está morto, então arrumo meu conhecimento se eu achava que ele estava em algum lugar. kdb.Remove("isAlive", "minotaur"); kdb.Remove("atTile", "minotaur"); } } return(ok); }
public static ExampleMap GenerateDungeon(int width, int height) { // Same size as screen, but we set up to center the camera on the player so expanding beyond this should work fine with no other changes. var map = new ExampleMap(width, height); // Generate map via GoRogue, and update the real map with appropriate terrain. var tempMap = new ArrayMap <bool>(map.Width, map.Height); QuickGenerators.GenerateDungeonMazeMap(tempMap, minRooms: 10, maxRooms: 20, roomMinSize: 5, roomMaxSize: 11); map.ApplyTerrainOverlay(tempMap, SpawnTerrain); Coord posToSpawn; // Spawn a few minotaurs for (int i = 0; i < 2; i++) { posToSpawn = map.WalkabilityView.RandomPosition(true); // Get a location that is walkable var minotaur = new Minotaur(posToSpawn, map); map.AddEntity(minotaur); } // Spawn a few goblins for (int i = 0; i < 8; i++) { posToSpawn = map.WalkabilityView.RandomPosition(true); // Get a location that is walkable var goblin = new Goblin(posToSpawn, map); map.AddEntity(goblin); } // Spawn a few rats for (int i = 0; i < 4; i++) { posToSpawn = map.WalkabilityView.RandomPosition(true); // Get a location that is walkable var rat = new Rat(posToSpawn, map); map.AddEntity(rat); } // Spawn player posToSpawn = map.WalkabilityView.RandomPosition(true); map.ControlledGameObject = new Player(posToSpawn); map.AddEntity(map.ControlledGameObject); return(map); }
public void SetTestCharacters(int testMap) { switch (testMap) { case 1: theseus = SetTheseus(1, 1); minotaur = SetMinotaur(3, 1); break; case 2: theseus = SetTheseus(3, 0); minotaur = SetMinotaur(0, 0); break; case 3: theseus = SetTheseus(3, 0); minotaur = SetMinotaur(0, 0); break; default: break; } }
public Character GetEnemy(int id) { Character nextChar; switch (id) { //Low level case 100: nextChar = new Bat(); return(nextChar); case 101: nextChar = new Rat(); return(nextChar); case 102: nextChar = new Kobold(); return(nextChar); case 103: nextChar = new Slime(); return(nextChar); case 104: nextChar = new Farmer(); return(nextChar); case 105: nextChar = new Imp(); return(nextChar); case 106: nextChar = new Zombie(); return(nextChar); case 107: nextChar = new Phantom(); return(nextChar); case 108: nextChar = new Goblin(); return(nextChar); case 109: nextChar = new Witch(); return(nextChar); //Mid level case 110: nextChar = new Harpy(); return(nextChar); case 111: nextChar = new Elemental(); return(nextChar); case 112: nextChar = new Nymph(); return(nextChar); case 113: nextChar = new Vampire(); return(nextChar); case 114: nextChar = new Lamia(); return(nextChar); case 115: nextChar = new Qilin(); return(nextChar); case 116: nextChar = new Unicorn(); return(nextChar); case 117: nextChar = new Jinn(); return(nextChar); case 118: nextChar = new Xorn(); return(nextChar); case 119: nextChar = new Antlion(); return(nextChar); //High level case 120: nextChar = new Yeti(); return(nextChar); case 121: nextChar = new Orc(); return(nextChar); case 122: nextChar = new Minotaur(); return(nextChar); case 123: nextChar = new Troll(); return(nextChar); case 124: nextChar = new Cyclop(); return(nextChar); case 125: nextChar = new Drake(); return(nextChar); default: nextChar = new Slime(); return(nextChar); } }
/// <summary> /// Creates a maze object from the given stream /// </summary> public Maze(Stream mazeStream, Viewport viewport) { // load the maze's size BinaryReader reader = new BinaryReader(mazeStream); width = reader.ReadInt32(); height = reader.ReadInt32(); // load the entrance and set the position to it at the start entrance = new Vector2(reader.ReadInt32(), reader.ReadInt32()); Reset(viewport); // load the exit exit = new Vector2(reader.ReadInt32()*GameVariables.TileSize, reader.ReadInt32()*GameVariables.TileSize); // load the tile array tiles = new bool[width][]; for (int x = 0; x < width; x++) { tiles[x] = new bool[height]; for (int y = 0; y < height; y++) { tiles[x][y] = reader.ReadBoolean(); } } reader.Close(); // Initalize the movables, torch, minotuars, and comrade lists Moveables = new List<Movable>(); torches = new List<Torch>(); comrades = new List<Comrade>(); minotaurs = new List<Minotaur>(); // Create the comrades in the maze for (int i = 0; i < width * height / GameVariables.ComradeRate; i++) { Comrade comrade = new Comrade(getRandomCell(entrance)); comrades.Add(comrade); Moveables.Add(comrade); } // Create the minotaurs in the maze for (int i = 0; i < width * height / GameVariables.MinotuarRate; i++) { Minotaur minotaur = new Minotaur(getRandomCell(entrance)); minotaurs.Add(minotaur); Moveables.Add(minotaur); } }
public void SetMinotaur(Minotaur newMinotaur) { minotaur = newMinotaur; minotaur.SetGame(this); }
protected Minotaur SetMinotaur(int newX, int newY) { minotaur = new Minotaur(newX, newY); return minotaur; }
protected void SetCharacters(int theMap) { switch (theMap) { case 1: minotaur = SetMinotaur(1, 0); theseus = SetTheseus(1, 2); break; case 2: theseus = SetTheseus(2, 1); minotaur = SetMinotaur(0, 1); break; case 3: theseus = SetTheseus(1, 1); minotaur = SetMinotaur(1, 0); break; case 4: theseus = SetTheseus(1, 1); minotaur = SetMinotaur(4, 2); break; case 5: theseus = SetTheseus(2, 1); minotaur = SetMinotaur(2, 4); break; case 6: theseus = SetTheseus(0, 1); minotaur = SetMinotaur(4, 3); break; case 7: theseus = SetTheseus(4, 5); minotaur = SetMinotaur(0, 5); break; case 9: theseus = SetTheseus(1, 1); minotaur = SetMinotaur(3, 2); break; default: break; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Z)) { GameOver(); } if (Input.GetKeyDown(KeyCode.M)) { var minotaur = new Minotaur(); minotaur.Summon(); } if (Input.GetKeyDown(KeyCode.W)) { var mage = new Mage(); mage.Summon(); } if (Input.GetKeyDown(KeyCode.B)) { var tower = new SimpleTower(); tower.Build(new Vector3(-39, 3, 92)); } if (Input.GetKeyDown(KeyCode.S)) { var tower = new FrozenTower(); tower.Build(new Vector3(-39, 3, 92)); } if (Input.GetKeyDown(KeyCode.F)) { var tower = new FrozenTower(); tower.Build(new Vector3(-39, 3, 92)); } }
/// <summary> /// Reads the current block and converts the block type to the specific model type found in the model tag. /// </summary> /// <param name="reader"></param> /// <param name="objectType"></param> /// <param name="existingValue"></param> /// <param name="serializer"></param> /// <returns></returns> public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer) { JObject jsonObject = JObject.Load(reader); Block modelBlock; if (objectType == typeof(Block)) { modelBlock = default(Block); string modelType = (string)jsonObject["@model"] ?? string.Empty; switch (modelType) { #region Amp case ConstAmp.MODEL_ARCHETYPE_CLEAN: modelBlock = new ArchetypeClean(); break; case ConstAmp.MODEL_ARCHETYPE_LEAD: modelBlock = new ArchetypeLead(); break; case ConstAmp.MODEL_ANGL_METEOR: modelBlock = new ANGLMeteor(); break; case ConstAmp.MODEL_GERMAN_MAHADEVA: modelBlock = new GermanMahadeva(); break; case ConstAmp.MODEL_JAZZ_RIVET_120: modelBlock = new JazzRivet120(); break; case ConstAmp.MODEL_US_SMALL_TWEED: modelBlock = new USSmallTweed(); break; case ConstAmp.MODEL_GERMAN_UBERSONIC: modelBlock = new GermanUbersonic(); break; case ConstAmp.MODEL_MATCHSTICK_CH1: modelBlock = new MatchstickCh1(); break; case ConstAmp.MODEL_MATCHSTICK_CH2: modelBlock = new MatchstickCh2(); break; case ConstAmp.MODEL_MATCHSTICK_JUMP: modelBlock = new MatchstickJump(); break; case ConstAmp.MODEL_ESSEX_A15: modelBlock = new EssexA15(); break; case ConstAmp.MODEL_ESSEX_A30: modelBlock = new EssexA30(); break; case ConstAmp.MODEL_WHO_WATT_100: modelBlock = new WhoWatt100(); break; case ConstAmp.MODEL_SOUP_PRO: modelBlock = new SoupPro(); break; case ConstAmp.MODEL_STONE_AGE_185: modelBlock = new StoneAge185(); break; case ConstAmp.MODEL_VOLTAGE_QUEEN: modelBlock = new VoltageQueen(); break; case ConstAmp.DISP_TWEED_BLUES_NRM: modelBlock = new TweedBluesNrm(); break; case ConstAmp.MODEL_TWEED_BLUES_BRT: modelBlock = new TweedBluesBrt(); break; case ConstAmp.MODEL_US_DELUXE_NRM: modelBlock = new USDeluxeNrm(); break; case ConstAmp.MODEL_US_DELUXE_VIB: modelBlock = new USDeluxeVib(); break; case ConstAmp.MODEL_US_DOUBLE_NRM: modelBlock = new USDoubleNrm(); break; case ConstAmp.MODEL_US_DOUBLE_VIB: modelBlock = new USDoubleVib(); break; case ConstAmp.MODEL_MAIL_ORDER_TWIN: modelBlock = new MailOrderTwin(); break; case ConstAmp.MODEL_DIVIDED_DUO: modelBlock = new DividedDuo(); break; case ConstAmp.MODEL_INTERSTATE_ZED: modelBlock = new InterstateZed(); break; case ConstAmp.MODEL_DERAILED_INGRID: modelBlock = new DerailedIngrid(); break; case ConstAmp.MODEL_MANDARIN_80: modelBlock = new Mandarin80(); break; case ConstAmp.MODEL_CALI_RECTIFIRE: modelBlock = new CaliRectifire(); break; case ConstAmp.DISP_CALI_IV_LEAD: modelBlock = new CaliIVLead(); break; case ConstAmp.MODEL_CALI_IV_R1: modelBlock = new CaliIVR1(); break; case ConstAmp.MODEL_CALI_IV_R2: modelBlock = new CaliIVR2(); break; case ConstAmp.MODEL_CALI_TEXAS_CH1: modelBlock = new CaliTexasCh1(); break; case ConstAmp.MODEL_CALI_TEXAS_CH2: modelBlock = new CaliTexasCh2(); break; case ConstAmp.MODEL_BRIT_PLEXI_BRT: modelBlock = new BritPlexiBrt(); break; case ConstAmp.MODEL_BRIT_PLEXI_NRM: modelBlock = new BritPlexiNrm(); break; case ConstAmp.MODEL_PLACATER_DIRTY: modelBlock = new PlacaterDirty(); break; case ConstAmp.MODEL_PLACATER_CLEAN: modelBlock = new PlacaterClean(); break; case ConstAmp.MODEL_BRIT_2204: modelBlock = new Brit2204(); break; case ConstAmp.MODEL_BRIT_J45_NRM: modelBlock = new BritJ45Nrm(); break; case ConstAmp.MODEL_BRIT_J45_BRT: modelBlock = new BritJ45Brt(); break; case ConstAmp.MODEL_BRIT_PLEXI_JUMP: modelBlock = new BritPlexiJump(); break; case ConstAmp.MODEL_BRIT_TREM_NRM: modelBlock = new BritTremNrm(); break; case ConstAmp.MODEL_BRIT_TREM_BRT: modelBlock = new BritTremBrt(); break; case ConstAmp.MODEL_BRIT_TREM_JUMP: modelBlock = new BritTremJump(); break; case ConstAmp.MODEL_BRIT_P75_NRM: modelBlock = new BritP75Nrm(); break; case ConstAmp.MODEL_BRIT_P75_BRT: modelBlock = new BritPlexiBrt(); break; case ConstAmp.MODEL_SOLO_LEAD_CLEAN: modelBlock = new SoloLeadClean(); break; case ConstAmp.MODEL_SOLO_LEAD_CRUNCH: modelBlock = new SoloLeadCrunch(); break; case ConstAmp.MODEL_SOLO_LEAD_OD: modelBlock = new SoloLeadOD(); break; case ConstAmp.MODEL_A30_FAWN_NRM: modelBlock = new A30FawnNrm(); break; case ConstAmp.MODEL_A30_FAWN_BRT: modelBlock = new A30FawnBrt(); break; case ConstAmp.MODEL_PV_PANAMA: modelBlock = new PVPanama(); break; case ConstAmp.MODEL_CARTOGRAPHER: modelBlock = new Cartographer(); break; case ConstAmp.MODEL_AGUA_51: modelBlock = new Agua51(); break; case ConstAmp.MODEL_SV_BEAST_BRT: modelBlock = new SVBeastBrt(); break; case ConstAmp.DISP_GCOUGAR_800: modelBlock = new GCougar800(); break; case ConstAmp.DISP_DEL_SOL_300: modelBlock = new DelSol300(); break; case ConstAmp.MODEL_LINE6_BADONK: modelBlock = new Line6Badonk(); break; case ConstAmp.MODEL_LINE6_LITIGATOR: modelBlock = new Line6Litigator(); break; case ConstAmp.MODEL_LINE6_FATALITY: modelBlock = new Line6Fatality(); break; case ConstAmp.MODEL_LINE6_ELEKTRIK: modelBlock = new Line6Elektrik(); break; case ConstAmp.MODEL_LINE6_DOOM: modelBlock = new Line6Doom(); break; case ConstAmp.MODEL_LINE6_2204_MOD: modelBlock = new Line62204Mod(); break; case ConstAmp.MODEL_LINE6_EPIC: modelBlock = new Line6Epic(); break; case ConstAmp.MODEL_REVV_GEN_RED: modelBlock = new RevvGenRed(); break; case ConstAmp.MODEL_FULLERTON_NRM: modelBlock = new FullertonNrm(); break; case ConstAmp.MODEL_FULLERTON_BRT: modelBlock = new FullertonBrt(); break; case ConstAmp.MODEL_FULLERTON_JUMP: modelBlock = new FullertonJump(); break; case ConstAmp.MODEL_GRAMMATICO_NRM: modelBlock = new GrammaticoNrm(); break; case ConstAmp.MODEL_GRAMMATICO_BRT: modelBlock = new GrammaticoBrt(); break; case ConstAmp.MODEL_GRAMMATICO_JUMP: modelBlock = new GrammaticoJump(); break; #endregion Amp #region Cab case ConstCab.MODEL_4X12_GREENBACK_20: modelBlock = new Cab4x12Greenback20(); break; case ConstCab.MODEL_4X12_GREENBACK_25: modelBlock = new Cab4x12Greenback25(); break; case ConstCab.MODEL_1X12_LEAD_80: modelBlock = new Cab1x12Lead80(); break; case ConstCab.MODEL_1X12_MATCH_H30: modelBlock = new Cab1x12MatchH30(); break; case ConstCab.MODEL_1X12_MATCH_G25: modelBlock = new Cab1x12MatchG25(); break; case ConstCab.MODEL_1X12_BLUE_BELL: modelBlock = new Cab1x12BlueBell(); break; case ConstCab.MODEL_4X12_WHO_WATT_100: modelBlock = new Cab4x12WhoWatt100(); break; case ConstCab.MODEL_1X6X9_SOUP_PRO_ELLIPSE: modelBlock = new Cab1x6x9SoupProEllipse(); break; case ConstCab.MODEL_1X12_FIELD_COIL: modelBlock = new Cab1x12FieldCoil(); break; case ConstCab.MODEL_1X12_US_DELUXE: modelBlock = new Cab1x12USDeluxe(); break; case ConstCab.MODEL_4X10_TWEED_P10R: modelBlock = new Cab4x10TweedP10R(); break; case ConstCab.MODEL_2X12_DOUBLE_C12N: modelBlock = new Cab2x12DoubleC12N(); break; case ConstCab.MODEL_2X12_MAIL_C12Q: modelBlock = new Cab2x12MailC12Q(); break; case ConstCab.MODEL_1X12_CELEST_12H: modelBlock = new Cab1x12Celest12H(); break; case ConstCab.MODEL_2X12_INTERSTATE: modelBlock = new Cab2x12Interstate(); break; case ConstCab.MODEL_4X12_CALI_V30: modelBlock = new Cab4X12CaliV30(); break; case ConstCab.MODEL_4X12_SOLO_LEAD_EM: modelBlock = new Cab4x12SoloLeadEM(); break; case ConstCab.MODEL_2X12_BLUE_BELL: modelBlock = new Cab2x12BlueBell(); break; case ConstCab.MODEL_2X12_SILVER_BELL: modelBlock = new Cab2x12SilverBell(); break; case ConstCab.MODEL_4X12_UBER_V30: modelBlock = new Cab4x12UberV30(); break; case ConstCab.MODEL_4X12_BLACKBACK_30: modelBlock = new Cab4x12Blackback30(); break; case ConstCab.MODEL_4X12_1960_T75: modelBlock = new Cab4x121960T75(); break; case ConstCab.MODEL_8X10_SV_BEAST: modelBlock = new Cab8x10SVBeast(); break; case ConstCab.MODEL_6X10_CALI_POWER: modelBlock = new Cab6x10CaliPower(); break; #endregion Cab #region Delay case ConstDelay.MODEL_ADRIATIC_DELAY: modelBlock = new AdriaticDelay(); break; case ConstDelay.MODEL_ADRIATIC_SWELL: modelBlock = new AdriaticSwell(); break; case ConstDelay.MODEL_DUAL_DELAY: modelBlock = new DualDelay(); break; case ConstDelay.MODEL_VINTAGE_DIGITAL_V2: modelBlock = new VintageDigitalV2(); break; case ConstDelay.MODEL_SIMPLE_DELAY: modelBlock = new SimpleDelay(); break; case ConstDelay.MODEL_TRANSISTOR_TAPE: modelBlock = new TransistorTape(); break; case ConstDelay.MODEL_DELAY_COSMOS_ECHO: modelBlock = new CosmosEcho(); break; case ConstDelay.MODEL_DELAY_PITCH: modelBlock = new DelayPitch(); break; case ConstDelay.MODEL_HARMONY_DELAY: modelBlock = new HarmonyDelay(); break; case ConstDelay.MODEL_ELEPHANT_MAN: modelBlock = new ElephantMan(); break; case ConstDelay.MODEL_BUCKET_BRIGADE: modelBlock = new BucketBrigade(); break; case ConstDelay.MODEL_PING_PONG: modelBlock = new PingPong(); break; case ConstDelay.MODEL_SWELL_VINTAGE_DIGITAL: modelBlock = new SwellVintageDigital(); break; case ConstDelay.MODEL_DUCKED_DELAY: modelBlock = new DuckedDelay(); break; case ConstDelay.MODEL_MOD_CHORUS_ECHO: modelBlock = new ModChorusEcho(); break; case ConstDelay.MODEL_SWEEP_ECHO: modelBlock = new SweepEcho(); break; case ConstDelay.MODEL_REVERSE_DELAY: modelBlock = new ReverseDelay(); break; case ConstDelay.MODEL_DELAY_MULTI_PASS: modelBlock = new MultiPass(); break; case ConstDelay.MODEL_LOW_RES: modelBlock = new LowRes(); break; case ConstDelay.MODEL_MULTITAP_4: modelBlock = new Multitap4(); break; case ConstDelay.MODEL_MULTITAP_6: modelBlock = new Multitap6(); break; case ConstDelay.MODEL_DL4_PING_PONG: modelBlock = new DL4PingPong(); break; case ConstDelay.MODEL_DYNAMIC_DELAY_STEREO: modelBlock = new DynamicDelayStereo(); break; case ConstDelay.MODEL_STEREO_DELAY: modelBlock = new StereoDelay(); break; case ConstDelay.MODEL_DL4_DIGITAL_DELAY: modelBlock = new DL4DigitalDelay(); break; case ConstDelay.MODEL_DELAY_WITH_MOD: modelBlock = new DelayWithMod(); break; case ConstDelay.MODEL_DL4_REVERSE_DELAY: modelBlock = new DL4ReverseDelay(); break; case ConstDelay.MODEL_TUBE_ECHO_STEREO: modelBlock = new TubeEchoStereo(); break; case ConstDelay.MODEL_TAPE_ECHO_STEREO: modelBlock = new TapeEchoStereo(); break; case ConstDelay.MODEL_SWEEP_ECHO_STEREO: modelBlock = new SweepEchoStereo(); break; case ConstDelay.MODEL_ECHO_PLATTER: modelBlock = new EchoPlatter(); break; case ConstDelay.MODEL_ANALOG_DELAY: modelBlock = new AnalogDelay(); break; case ConstDelay.MODEL_ANALOG_DELAY_MOD: modelBlock = new AnalogDelayMod(); break; case ConstDelay.MODEL_AUTO_VOL_DELAY: modelBlock = new AutoVolDelay(); break; case ConstDelay.MODEL_MULTIHEAD_DELAY: modelBlock = new MultiheadDelay(); break; #endregion Delay #region Distortion case ConstDistortion.MODEL_ARBITRATOR_FUZZ: modelBlock = new ArbitratorFuzz(); break; case ConstDistortion.MODEL_BIT_CRUSHER: modelBlock = new BitCrusher(); break; case ConstDistortion.MODEL_SCREAM_808: modelBlock = new Scream808(); break; case ConstDistortion.MODEL_COMPULSIVE_DRIVE: modelBlock = new CompulsiveDrive(); break; case ConstDistortion.MODEL_CLAWTHORN_DRIVE: modelBlock = new ClawthornDrive(); break; case ConstDistortion.MODEL_DEEZ_ONE_MOD: modelBlock = new DeezOneMod(); break; case ConstDistortion.MODEL_DEEZ_ONE_VINTAGE: modelBlock = new DeezOneVintage(); break; case ConstDistortion.MODEL_DERANGEDMASTER: modelBlock = new DerangedMaster(); break; case ConstDistortion.MODEL_KINKY_BOOST: modelBlock = new KinkyBoost(); break; case ConstDistortion.MODEL_KWB: modelBlock = new KWB(); break; case ConstDistortion.MODEL_MEGAPHONE: modelBlock = new Megaphone(); break; case ConstDistortion.MODEL_FACIAL_FUZZ: modelBlock = new FacialFuzz(); break; case ConstDistortion.MODEL_MINOTAUR: modelBlock = new Minotaur(); break; case ConstDistortion.MODEL_HEDGEHOG_D9: modelBlock = new HedgehogD9(); break; case ConstDistortion.MODEL_TEEMAH: modelBlock = new Teemah(); break; case ConstDistortion.MODEL_HEAVY_DISTORTION: modelBlock = new HeavyDistortion(); break; case ConstDistortion.MODEL_INDUSTRIAL_FUZZ: modelBlock = new IndustrialFuzz(); break; case ConstDistortion.MODEL_THRIFTER_FUZZ: modelBlock = new ThrifterFuzz(); break; case ConstDistortion.MODEL_TOP_SECRET_OD: modelBlock = new TopSecretOD(); break; case ConstDistortion.MODEL_TRIANGLE_FUZZ: modelBlock = new TriangleFuzz(); break; case ConstDistortion.MODEL_TYCOCTAVIA_FUZZ: modelBlock = new TycoctaviaFuzz(); break; case ConstDistortion.MODEL_VERMIN_DIST: modelBlock = new VerminDist(); break; case ConstDistortion.MODEL_VALVE_DRIVER: modelBlock = new ValveDriver(); break; case ConstDistortion.MODEL_OBSIDIAN_7000: modelBlock = new Obsidian7000(); break; case ConstDistortion.MODEL_WRINGER_FUZZ: modelBlock = new WringerFuzz(); break; case ConstDistortion.MODEL_TUBE_DRIVE: modelBlock = new TubeDrive(); break; case ConstDistortion.MODEL_SCREAMER: modelBlock = new Screamer(); break; case ConstDistortion.MODEL_OVERDRIVE: modelBlock = new Overdrive(); break; case ConstDistortion.MODEL_CLASSIC_DISTORTION: modelBlock = new ClassicDistortion(); break; case ConstDistortion.MODEL_COLOR_DRIVE: modelBlock = new ColorDrive(); break; case ConstDistortion.MODEL_BUZZ_SAW: modelBlock = new BuzzSaw(); break; case ConstDistortion.MODEL_JUMBO_FUZZ: modelBlock = new JumboFuzz(); break; case ConstDistortion.MODEL_OCTAVE_FUZZ: modelBlock = new OctaveFuzz(); break; case ConstDistortion.MODEL_FUZZ_PI: modelBlock = new FuzzPi(); break; case ConstDistortion.MODEL_JET_FUZZ: modelBlock = new JetFuzz(); break; case ConstDistortion.MODEL_LINE_6_DRIVE: modelBlock = new Line6Drive(); break; case ConstDistortion.MODEL_LINE_6_DISTORTION: modelBlock = new Line6Distortion(); break; case ConstDistortion.MODEL_SUB_OCTAVE_FUZZ: modelBlock = new SubOctaveFuzz(); break; case ConstDistortion.MODEL_HEIR_APPARENT: modelBlock = new HeirApparent(); break; case ConstDistortion.MODEL_TONE_SOVEREIGN: modelBlock = new ToneSovereign(); break; case ConstDistortion.MODEL_DHYANA_DRIVE: modelBlock = new DhyanaDrive(); break; case ConstDistortion.MODEL_ZERO_AMP_BASS_DI: modelBlock = new ZeroAmpBassDI(); break; case ConstDistortion.MODEL_AMPEG_SCRAMBLER_OD: modelBlock = new AmpegScramblerOD(); break; #endregion Distortion #region Dynamics case ConstDynamics.MODEL_LA_STUDIO_COMP: modelBlock = new LASutdioComp(); break; case ConstDynamics.MODEL_NOISE_GATE: modelBlock = new NoiseGate(); break; case ConstDynamics.MODEL_HARD_GATE: modelBlock = new HardGate(); break; case ConstDynamics.MODEL_AUTO_SWELL: modelBlock = new AutoSwell(); break; case ConstDynamics.MODEL_RED_SQUEEZE: modelBlock = new RedSqueeze(); break; case ConstDynamics.MODEL_DELUXE_COMP: modelBlock = new DeluxeComp(); break; case ConstDynamics.MODEL_3_BAND_COMP: modelBlock = new Comp3BandComp(); break; case ConstDynamics.MODEL_KINKY_COMP: modelBlock = new KinkyComp(); break; case ConstDynamics.MODEL_TUBE_COMP: modelBlock = new TubeComp(); break; case ConstDynamics.MODEL_RED_COMP: modelBlock = new RedComp(); break; case ConstDynamics.MODEL_BLUE_COMP: modelBlock = new BlueComp(); break; case ConstDynamics.MODEL_BLUE_COMP_TREB: modelBlock = new BlueCompTreb(); break; case ConstDynamics.MODEL_VETTA_COMP: modelBlock = new VettaComp(); break; case ConstDynamics.MODEL_VETTA_JUICE: modelBlock = new VettaJuice(); break; case ConstDynamics.MODEL_BOOST_COMP: modelBlock = new BoostComp(); break; #endregion Dynamics #region EQ case ConstEQ.MODEL_LOW_CUT_HIGH_CUT: modelBlock = new LowCutHighCut(); break; case ConstEQ.MODEL_LOW_SHELF_HIGH_SHELF: modelBlock = new LowShelfHighShelf(); break; case ConstEQ.MODEL_GRAPHIC_10_BAND: modelBlock = new Graphic10Band(); break; case ConstEQ.MODEL_SIMPLE_3_BAND: modelBlock = new Simple3Band(); break; case ConstEQ.MODEL_PARAMETRIC: modelBlock = new Parametric(); break; case ConstEQ.MODEL_CALI_Q: modelBlock = new CaliQ(); break; case ConstEQ.DISP_SIMPLE_TILT: modelBlock = new SimpleTilt(); break; #endregion EQ #region FX Loop case ConstFxLoop.MODEL_FX_LOOP_MONO_1: modelBlock = new FXLoopLeft(); break; case ConstFxLoop.MODEL_FX_LOOP_MONO_2: modelBlock = new FXLoopRight(); break; case ConstFxLoop.MODEL_FX_LOOP_STEREO: modelBlock = new FXLoopStereo(); break; #endregion FX Loop #region Filter case ConstFilter.DISP_ASHEVILLE_PATTRN: modelBlock = new AshevillePattrn(); break; case ConstFilter.MODEL_AUTO_FILTER: modelBlock = new AutoFilter(); break; case ConstFilter.MODEL_MUTANT_FILTER: modelBlock = new MutantFilter(); break; case ConstFilter.MODEL_MYSTERY_FILTER: modelBlock = new MysteryFilter(); break; case ConstFilter.MODEL_VOICE_BOX: modelBlock = new VoiceBox(); break; case ConstFilter.MODEL_TRON: modelBlock = new Tron(); break; case ConstFilter.MODEL_Q_FILTER: modelBlock = new QFilter(); break; case ConstFilter.MODEL_SEEKER: modelBlock = new Seeker(); break; case ConstFilter.MODEL_OBI_WAH: modelBlock = new ObiWah(); break; case ConstFilter.MODEL_TRON_UP: modelBlock = new TronUp(); break; case ConstFilter.MODEL_TRON_DOWN: modelBlock = new TronDown(); break; case ConstFilter.MODEL_THROBBER: modelBlock = new Throbber(); break; case ConstFilter.MODEL_SLOW_FILTER: modelBlock = new SlowFilter(); break; case ConstFilter.MODEL_SPIN_CYCLE: modelBlock = new SpinCycle(); break; case ConstFilter.MODEL_COMET_TRAILS: modelBlock = new CometTrails(); break; #endregion Filter #region Looper case ConstLooper.MODEL_LOOPER: modelBlock = new Looper(); break; #endregion Looper #region Impulse response case ConstIR.MODEL_IMPULSE_RESPONSE_1024: modelBlock = new ImpulseResponse1024(); break; case ConstIR.MODEL_IMPULSE_RESPONSE_2048: modelBlock = new ImpulseResponse2048(); break; #endregion Impulse Response #region Modulation case ConstModulation.MODEL_60S_BIAS_TRAM: modelBlock = new Mod60sBiasTrem(); break; case ConstModulation.MODEL_70S_CHORUS: modelBlock = new Chorus70sChorus(); break; case ConstModulation.MODEL_AM_RING_MOD: modelBlock = new AMRingMod(); break; case ConstModulation.MODEL_BUBBLE_VIBRATO: modelBlock = new BubbleVibrato(); break; case ConstModulation.MODEL_COURTESAN_FLANGE: modelBlock = new CourtesanFlange(); break; case ConstModulation.MODEL_DELUXE_PHASER: modelBlock = new DeluxePhaser(); break; case ConstModulation.MODEL_DOUBLT_TAKE: modelBlock = new DoubleTake(); break; case ConstModulation.MODEL_DYNAMIX_FLANGER: modelBlock = new DynamixFlanger(); break; case ConstModulation.MODEL_TRINITY_CHORUS: modelBlock = new TrinityChorus(); break; case ConstModulation.MODEL_GRAY_FLANGER: modelBlock = new GrayFlanger(); break; case ConstModulation.MODEL_UBIQUITOUS_VIBE: modelBlock = new UbiquitousVibe(); break; case ConstModulation.MODEL_SCRIPT_MOD_PHASE: modelBlock = new ScriptModPhase(); break; case ConstModulation.DISP_HARMONIC_TREM: modelBlock = new HarmonicTremolo(); break; case ConstModulation.MODEL_OPTICAL_TREM: modelBlock = new OpticalTrem(); break; case ConstModulation.MODEL_PLASTI_CHORUS: modelBlock = new PlastiChorus(); break; case ConstModulation.MODEL_PITCH_RING_MOD: modelBlock = new PitchRingMod(); break; case ConstModulation.MODEL_CHORUS: modelBlock = new Chorus(); break; case ConstModulation.MODEL_ROTARY_122: modelBlock = new Rotary122(); break; case ConstModulation.MODEL_ROTARY_145: modelBlock = new Rotary145(); break; case ConstModulation.MODEL_ROTARY_VIBE: modelBlock = new RotaryVibe(); break; case ConstModulation.MODEL_HARMONIC_FLANGER: modelBlock = new HarmonicFlanger(); break; case ConstModulation.MODEL_BLEAT_CHOP_TREM: modelBlock = new BleatChopTrem(); break; case ConstModulation.MODEL_TREMOLO: modelBlock = new Tremolo(); break; case ConstModulation.MODEL_PATTERN_TREM: modelBlock = new PatternTrem(); break; case ConstModulation.MODEL_PANNER: modelBlock = new Panner(); break; case ConstModulation.MODEL_BIAS_TREMOLO: modelBlock = new BiasTremolo(); break; case ConstModulation.MODEL_OPTO_TREMOLO: modelBlock = new OptoTremolo(); break; case ConstModulation.MODEL_SCRIPT_PHASE: modelBlock = new ScriptPhase(); break; case ConstModulation.MODEL_PANNED_PHASER: modelBlock = new PannedPhaser(); break; case ConstModulation.MODEL_BARBERPOLE_PHASER: modelBlock = new BarberpolePhaser(); break; case ConstModulation.MODEL_DUAL_PHASER: modelBlock = new DualPhaser(); break; case ConstModulation.MODEL_U_VIBE: modelBlock = new UVibe(); break; case ConstModulation.MODEL_PHASER: modelBlock = new Phaser(); break; case ConstModulation.MODEL_PITCH_VIBRATO: modelBlock = new PitchVibrato(); break; case ConstModulation.MODEL_DIMMENSION: modelBlock = new Dimmension(); break; case ConstModulation.MODEL_ANALOG_CHORUS: modelBlock = new AnalogChorus(); break; case ConstModulation.MODEL_TRI_CHORUS: modelBlock = new TriChorus(); break; case ConstModulation.MODEL_ANALOG_FLANGER: modelBlock = new AnalogFlanger(); break; case ConstModulation.MODEL_JET_FLANGER: modelBlock = new JetFlanger(); break; case ConstModulation.MODEL_AC_FLANGER: modelBlock = new ACFlanger(); break; case ConstModulation.MODEL_80A_FLANGER: modelBlock = new ADAFlanger(); break; case ConstModulation.MODEL_FREQUENCY_SHIFTER: modelBlock = new FrequencyShifter(); break; case ConstModulation.MODEL_RING_MODULATOR: modelBlock = new RingModulator(); break; case ConstModulation.MODEL_ROTARY_DRUM: modelBlock = new RotaryDrum(); break; case ConstModulation.MODEL_ROTARY_DRUM_HORN: modelBlock = new RotaryDrumHorn(); break; #endregion Modulation #region Pitch/Synth case ConstPitch.MODEL_PITCH_WHAM: modelBlock = new PitchWham(); break; case ConstPitch.MODEL_DUAL_PITCH: modelBlock = new DualPitch(); break; case ConstPitch.MODEL_SIMPLE_PITCH: modelBlock = new SimplePitch(); break; case ConstPitch.MODEL_TWIN_HARMONY: modelBlock = new TwinHarmony(); break; case ConstPitch.MODEL_3_NOTE_GENERATOR: modelBlock = new Synth3NoteGenerator(); break; case ConstPitch.MODEL_4_OSC_GENERATOR: modelBlock = new Synth4OSCGenerator(); break; case ConstPitch.MODEL_3_OSC_SYNTH: modelBlock = new Synth3OSCSynth(); break; case ConstPitch.MODEL_BASS_OCTAVER: modelBlock = new BassOctaver(); break; case ConstPitch.MODEL_TWO_VOICE_HARMONY: modelBlock = new TwoVoiceHarmony(); break; case ConstPitch.MODEL_OCTI_SYNTH: modelBlock = new OctiSynth(); break; case ConstPitch.MODEL_SYNTH_OMATIC: modelBlock = new SynthOMatic(); break; case ConstPitch.MODEL_ATTACK_SYNTH: modelBlock = new AttackSynth(); break; case ConstPitch.MODEL_SYNTH_STRING: modelBlock = new SynthString(); break; case ConstPitch.MODEL_GROWLER: modelBlock = new Growler(); break; #endregion Pitch/Synth #region Reverb case ConstReverb.MODEL_SPRING: modelBlock = new Spring(); break; case ConstReverb.MODEL_63_SPRING: modelBlock = new Reverb63Spring(); break; case ConstReverb.MODEL_CAVE: modelBlock = new Cave(); break; case ConstReverb.MODEL_CHAMBER: modelBlock = new Chamber(); break; case ConstReverb.MODEL_DUCKING: modelBlock = new Ducking(); break; case ConstReverb.MODEL_ECHO: modelBlock = new Echo(); break; case ConstReverb.MODEL_HALL: modelBlock = new Hall(); break; case ConstReverb.MODEL_GLITZ: modelBlock = new Glitz(); break; case ConstReverb.MODEL_ROOM: modelBlock = new Room(); break; case ConstReverb.MODEL_DOUBLE_TANK: modelBlock = new DoubleTank(); break; case ConstReverb.MODEL_GANYMEDE: modelBlock = new Ganymede(); break; case ConstReverb.MODEL_PARTICLE: modelBlock = new Particle(); break; case ConstReverb.MODEL_PLATE: modelBlock = new Plate(); break; case ConstReverb.MODEL_OCTO: modelBlock = new Octo(); break; case ConstReverb.MODEL_PLATEAUX: modelBlock = new Plateaux(); break; case ConstReverb.MODEL_SEARCHLIGHTS: modelBlock = new Searchlights(); break; case ConstReverb.MODEL_TILE: modelBlock = new Tile(); break; #endregion Reverb #region Send/Return case ConstSendReturn.MODEL_SEND_MONO_1: modelBlock = new SendLeft(); break; case ConstSendReturn.MODEL_SEND_MONO_2: modelBlock = new SendRight(); break; case ConstSendReturn.MODEL_RETURN_MONO_1: modelBlock = new ReturnLeft(); break; case ConstSendReturn.MODEL_RETURN_MONO_2: modelBlock = new ReturnRight(); break; case ConstSendReturn.MODEL_SEND_STEREO_1_2: modelBlock = new SendStereoLR(); break; case ConstSendReturn.MODEL_RETURN_STEREO_1_2: modelBlock = new ReturnStereoLR(); break; #endregion Send/Return #region Volume/Pan case ConstVolPan.MODEL_VOLUME: modelBlock = new Volume(); break; case ConstVolPan.MODEL_GAIN: modelBlock = new Gain(); break; #endregion Volume/Pan #region Wah case ConstWah.MODEL_CHROME: modelBlock = new Chrome(); break; case ConstWah.MODEL_CHROME_CUSTOM: modelBlock = new ChromeCustom(); break; case ConstWah.MODEL_COLORFUL: modelBlock = new Colorful(); break; case ConstWah.MODEL_CONDUCTOR: modelBlock = new Conductor(); break; case ConstWah.MODEL_TEARDROP_310: modelBlock = new Teardrop310(); break; case ConstWah.MODEL_THROATY: modelBlock = new Throaty(); break; case ConstWah.MODEL_WEEPER: modelBlock = new Weeper(); break; case ConstWah.MODEL_FASSEL: modelBlock = new Fassel(); break; case ConstWah.MODEL_UK_WAH_846: modelBlock = new UkWah846(); break; case ConstWah.MODEL_VETTA_WAH: modelBlock = new Vetta(); break; #endregion Wah default: modelBlock = new Block(); break; } serializer.Populate(jsonObject.CreateReader(), modelBlock); return(modelBlock); } else { return(default(Block)); } }
// Use this for initialization void Start() { minotaur_script = enemy.GetComponent <Minotaur>(); }
protected void createGameBoard(int rows, int columns, bool isloaded) { if (isloaded != true) { //creating Level LevelDesigner.createLevel(rows, columns); LevelDesigner.MyLevel.CreateCells(); } //Clear out the existing controls, we are generating a new table layout GameBoard.Controls.Clear(); GameBoard.ColumnStyles.Clear(); GameBoard.RowStyles.Clear(); //Now we will generate the table, setting up the row and column counts first GameBoard.ColumnCount = columns; GameBoard.RowCount = rows; //creating rows for (int y = 0; y < LevelDesigner.MyLevel.Height; y++) { //create a row GameBoard.ColumnStyles.Add(new ColumnStyle(SizeType.Percent)); //creating columns for (int x = 0; x < LevelDesigner.MyLevel.Width; x++) { //create the grid CustomControl_Button btn_Cell = new CustomControl_Button() { Name = count.ToString() }; //adding the cells from cell collection to the btn btn_Cell.ChildCell = LevelDesigner.MyLevel.CellCollection[count]; //setting the button size btn_Cell.Size = new Size(40, 40); btn_Cell.Padding = new Padding(0); btn_Cell.Margin = new Padding(0); btn_Cell.Click += Button_OnClick_For_Cell; MenuItem m1 = new MenuItem("LeftTile", new EventHandler(ContextMenu_OnClick_For_TileLeft)); MenuItem m2 = new MenuItem("UpTile", new EventHandler(ContextMenu_OnClick_For_TileUp)); MenuItem m3 = new MenuItem("BlankTile", new EventHandler(ContextMenu_OnClick_For_TileBlank)); MenuItem m4 = new MenuItem("LeftUpTile", new EventHandler(ContextMenu_OnClick_For_TileLeftUp)); MenuItem m5 = new MenuItem("Exit", new EventHandler(ContextMenu_OnClick_For_TileExit)); MenuItem m6 = new MenuItem("Theseus", new EventHandler(ContextMenu_OnClick_For_Theseus)); MenuItem m7 = new MenuItem("Minotaur", new EventHandler(ContextMenu_OnClick_For_Minotaur)); btn_Cell.ContextMenu = new System.Windows.Forms.ContextMenu(); btn_Cell.ContextMenu.MenuItems.Add(m1); btn_Cell.ContextMenu.MenuItems.Add(m2); btn_Cell.ContextMenu.MenuItems.Add(m3); btn_Cell.ContextMenu.MenuItems.Add(m4); btn_Cell.ContextMenu.MenuItems.Add(m5); btn_Cell.ContextMenu.MenuItems.Add(m6); btn_Cell.ContextMenu.MenuItems.Add(m7); //Finally, add the control to the correct location in the table GameBoard.Controls.Add(btn_Cell, x, y); count += 1; } } if (isloaded != true) { //AddBorders(); theseus = new Theseus(); minotaur = new Minotaur(); } }
private static void loadGameBoard(Level level, object sender, Theseus theseus, Minotaur minotaur) { int Theseus = level.TheseusLocation; int Minotaur = level.MinotaurLocation; int Exit = level.ExitLocation; int count = 0; Button loadButton = sender as Button; var theButton = sender as CustomControl_Button; Form parentForm = loadButton.FindForm(); foreach (Cell cell in level.CellCollection) { theButton = parentForm.Controls.Find(count.ToString(), true).FirstOrDefault() as CustomControl_Button; if (Theseus == count) { OldTheseusButton = theButton; OldTheseusButton.ChildCharacter = theseus; LevelDesigner.MyLevel.TheseusLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(OldTheseusButton.ChildCell); } else if (Minotaur == count) { OldMinotaurButton = theButton; OldMinotaurButton.ChildCharacter = minotaur; LevelDesigner.MyLevel.MinotaurLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(OldMinotaurButton.ChildCell); } else if (Exit == count) { OldExitButton = theButton; OldExitButton._PreviousCell = theButton.ChildCell; Cell cellll = new Cell() { Type = CellType.Exit }; theButton.ChildCell = cellll; LevelDesigner.MyLevel.ExitLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(theButton.ChildCell); } count++; } { } }
// Use this for initialization void Start() { speed = normalSpeed; //Grab a component and keep a referance to it cc = GetComponent<CharacterController>(); if (!cc) Debug.Log("CharacterController does not exist"); anim = GetComponent<Animator>(); anim.SetFloat("Speed", 0); anim.SetBool("Alive", true); anim.SetBool("Run", false); damaged = false; flashColour = new Color(1.0f, 0.0f, 0.0f, 0.1f); minotaur = GameObject.FindGameObjectWithTag("Minotaur").GetComponent<Minotaur>(); textActive = false; trapActive1 = false; trapActive2 = false; score = 0; speedIncrease = false; }
void Update() { MinotaurRampage = GameObject.Find("Minotaur(Clone)").transform.GetChild(0).GetComponent <Minotaur>(); }
// Use this for initialization void Start() { unityController = GameObject.Find("SDUnityChan").GetComponent<UnityChanController>(); minotaur = GameObject.Find("Minotaur").GetComponent<Minotaur>(); }
public static void NewRace(Character character) { switch (character.ChosenRace) { case "Aasimar(Protector)": Aasimar.Protector(character); break; case "Aasimar(Scourge)": Aasimar.Scourge(character); break; case "Aasimar(Fallen)": Aasimar.Fallen(character); break; case "Cambion": Cambion.Base(character); break; case "Changeling": Changeling.Base(character); break; case "Dhampir": Dhampir.Base(character); break; case "Dragonborn": Dragonborn.Base(character); break; case "Hill Dwarf": Dwarf.Hill(character); break; case "Mountain Dwarf": Dwarf.Mountain(character); break; case "Avariel": Elf.Avariel(character); break; case "Drow": Elf.Drow(character); break; case "Eladrin": Elf.Eladrin(character); break; case "Moon Elf": Elf.Moon(character); break; case "Sea Elf": Elf.Sea(character); break; case "Shadar-Kai": Elf.ShadarKai(character); break; case "High Elf": Elf.High(character); break; case "Wild Elf": Elf.Wild(character); break; case "Wood Elf": Elf.Wood(character); break; case "Forest Gnome": Gnome.Forest(character); break; case "Rock Gnome": Gnome.Rock(character); break; case "Goliath": Goliath.Base(character); break; case "Half-Elf": HalfElf.Base(character); break; case "Half-Orc": HalfOrc.Base(character); break; case "Lightfoot Halfling": Halfling.Lightfoot(character); break; case "Stout Halfling": Halfling.Stout(character); break; case "Human": Human.Base(character); break; case "Variant Human": Human.Variant(character); break; case "Minotaur": Minotaur.Base(character); break; case "Shade": Shade.Base(character); break; case "Tiefling": Tiefling.Base(character); break; case "Feral Tiefling": Tiefling.Feral(character); break; case "Demigod": Demigod.Base(character); break; } }
public void CreateWave() { _wave.Clear(); for (var i = 0; i < EnemiesInWave; i++) { var enemyCase = Random.Range(0, 3); switch (enemyCase) { case 0: _wave.Add(() => { var zombie = new Zombie(); zombie.Summon(); _enemies.Add(zombie.EnemyGO); }); break; case 1: _wave.Add(() => { var minotaur = new Minotaur(); minotaur.Summon(); _enemies.Add(minotaur.EnemyGO); }); break; case 2: _wave.Add(() => { var mage = new Mage(); mage.Summon(); _enemies.Add(mage.EnemyGO); }); break; } } EnemiesInWave+=5; }