/// <summary> /// Produces an army with the given composition and a corresponding sprite by the given cellTypeId. /// </summary> private void InitializeCellById(byte cellTypeId, ArmyComposition armyComposition, out Army army, out Sprite sprite) { army = null; sprite = null; if (cellTypeId == firstPlayerCellId) { army = new UserArmy(PlayerType.FIRST, armyComposition); sprite = firstUserSprite; } else if (cellTypeId == secondPlayerCellId) { army = new UserArmy(PlayerType.SECOND, armyComposition); sprite = secondUserSprite; } else if (cellTypeId == neutralFriendlyCellId) { army = new NeutralFriendlyArmy(armyComposition); sprite = neutralFriendlySprite; } else if (cellTypeId == neutralAggressiveCellId) { army = new NeutralAggressiveArmy(armyComposition); sprite = neutralAggressiveSprite; } }
/// <summary> /// Produces an army and corresponding sprite by the given neutral type. /// /// </summary> private void InitializeNeutralCell(int neutralTypeId, int col, int row, out Army army, out Sprite sprite) { army = null; sprite = null; if (neutralTypeId == neutralFriendlyCellId) { sprite = neutralFriendlySprite; army = new NeutralFriendlyArmy(GenerateBalancedArmyComposition(ArmyType.NEUTRAL_FRIENDLY, new IntVector2(col, row))); } else if (neutralTypeId == neutralAggressiveCellId) { sprite = neutralAggressiveSprite; army = new NeutralAggressiveArmy(GenerateBalancedArmyComposition(ArmyType.NEUTRAL_AGGRESSIVE, new IntVector2(col, row))); } }