public void destroyEnemyObject(int idOfCorridor, int idOfEnemyParty, int idOfChoosenEnemy) { dungeonManager.getLevelsArray().Find(x => x.getIdOfLevel() == idOfCorridor).getEnemyParties()[idOfEnemyParty].getEnemyObjectArray().RemoveAt(idOfChoosenEnemy); dungeonManager.getLevelsArray().Find(x => x.getIdOfLevel() == idOfCorridor).getEnemyParties()[idOfEnemyParty].getEnemyMaxHealthArray().RemoveAt(idOfChoosenEnemy); dungeonManager.getLevelsArray().Find(x => x.getIdOfLevel() == idOfCorridor).getEnemyParties()[idOfEnemyParty].getEnemyHealthArray().RemoveAt(idOfChoosenEnemy); //I will let health destroy itsellf after fight Debug.Log("EnemyGenerator || destroyEnemyObject || Destroying enemyObject no. " + idOfEnemyParty + "." + idOfChoosenEnemy); UnityEngine.Object.Destroy(GameObject.Find("EnemyObject_" + idOfEnemyParty + "." + idOfChoosenEnemy)); //Previous health bar is taking over deleted one so we can get rid of only last one UnityEngine.Object.Destroy(GameObject.Find("EnemyHealthBar_" + idOfEnemyParty + "." + dungeonManager.getLevelsArray().Find(x => x.getIdOfLevel() == idOfCorridor).getEnemyParties()[idOfEnemyParty].getEnemyObjectArray().Count)); float scaledSpaceBetweenEnemies = 90 * 5 / 7; for (int i = 0; i < dungeonManager.getLevelsArray().Find(x => x.getIdOfLevel() == idOfCorridor).getEnemyParties()[idOfEnemyParty].getEnemyObjectArray().Count + 1; i++) { if (i != idOfChoosenEnemy && i > idOfChoosenEnemy) { GameObject tempObject = GameObject.Find("EnemyObject_" + idOfEnemyParty + "." + i); tempObject.transform.localPosition = new Vector3(tempObject.transform.localPosition.x - scaledSpaceBetweenEnemies, tempObject.transform.localPosition.y, tempObject.transform.localPosition.z); //Filling the name gap tempObject.name = ("EnemyObject_" + idOfEnemyParty + "." + (i - 1)); } } objectSelector.loadEnemyPossition(idOfCorridor, idOfEnemyParty); }
public void loadFightMode(int idOfEnemyParty) { objectSelector.loadEnemyPossition(currentCorridorId, idOfEnemyParty); //Type of 2 means fightMode dungeonsGenerator.loadFightLevel(currentCorridorId, idOfEnemyParty); //We are calling displayParty class to create health bars for heroes in fight scene displayParty.displayHealthBarsOnHeroes(true); objectSelector.initializeHighlightOnFirstEnemy(); }