public void AddNewUnit(LegionUnit Unit) { LegionUnits.Add(Unit); }
public void AddNewUnit(LegionUnit Unit) { LegionUnits.Add(Unit); }
public List <LegionUnit> GetUnits(LegionDatabase Database) { this.Process(); List <LegionUnit> Units = new List <LegionUnit>(); if (UnitName != null) { for (int i = 0; i < UnitName.Count; ++i) { // Create unit LegionUnit Unit = Database.GetUnit(UnitName[i]) ?? new LegionUnit(); // Check if unit is an upgrade from a previous one if (!string.IsNullOrWhiteSpace(UpgradesFrom[i])) { foreach (LegionUnit PrevUnit in Units) { if (PrevUnit.UnitName == UpgradesFrom[i]) { Unit = PrevUnit.Clone(); } } } // Set unit details Unit.UnitName = UnitName[i]; Unit.UpgradesFrom = UpgradesFrom[i]; Unit.GoldCost = GoldCost[i]; Unit.GemsCost = GemsCost[i]; Unit.FoodCost = FoodCost[i]; Unit.Income = Income[i]; Unit.LevelRequired = LevelRequired[i]; Unit.Cooldown = Cooldown[i]; Unit.MoveSpeed = MoveSpeed[i]; Unit.TurnSpeed = TurnSpeed[i]; Unit.Health = Health[i]; Unit.HealthRegen = HealthRegen[i]; Unit.Mana = Mana[i]; Unit.ManaRegen = ManaRegen[i]; Unit.DamageType = DamageType[i]; Unit.DamageMin = DamageMin[i]; Unit.DamageMax = DamageMax[i]; Unit.AttackRate = AttackRate[i]; Unit.AttackCapability = AttackCapability[i]; Unit.AttackRange = AttackRange[i]; Unit.ProjectileModel = ProjectileModel[i]; Unit.ProjectileSpeed = ProjectileSpeed[i]; Unit.ArmourType = ArmourType[i]; Unit.Armour = Armour[i]; Unit.MagicResist = MagicResist[i]; Unit.AbilityKey = AbilityKey[i]; Unit.Bounty = Bounty[i]; Unit.UnitModel = UnitModel[i]; Unit.ModelScale = ModelScale[i]; Unit.SpawnIcon = SpawnIcon[i]; Unit.SpawnEffectAOE = SpawnEffectAOE[i]; Unit.WearablesList = WearablesList[i]; Unit.UnitAI = UnitAI?[i] ?? ""; // Add unit to list Units.Add(Unit); } } return(Units); }