public void unitGen(int numUnits) { // loops to crete new units for (int i = 0; i < numUnits; i++) { // assigns random x and y values int newX = rnd.Next(0, mapSize); int newY = rnd.Next(0, mapSize); int team = i % 2; int tempAttack = 0; // randomly assigns units damage values switch (rnd.Next(0, 4)) { case 0: tempAttack = 5; break; case 1: tempAttack = 10; break; case 2: tempAttack = 15; break; case 3: tempAttack = 20; break; } // randomly gives unit type switch (rnd.Next(0, 3)) { case 0: units[i] = new MeleeUnit("Bruiser", newX, newY, 200, 1, tempAttack, 1, team, "♣", false); break; case 1: units[i] = new RangeUnit("Ranger", newX, newY, 150, 2, tempAttack, 4, team, "♠", false); break; case 2: units[i] = new WizardUnit("Warlock", newX, newY, 100, 1, (tempAttack * 2), 1, 2, "", false); break; } } }
public void unitGen(int numUnits) { // loops to crete new units for (int i = 0; i < numUnits; i++) { // assigns random x and y values int newX = rnd.Next(0, 20); int newY = rnd.Next(0, 20); int team = i % 2; int tempAttack = 0; // randomly assigns units damage values switch (rnd.Next(0, 4)) { case 0: tempAttack = 5; break; case 1: tempAttack = 10; break; case 2: tempAttack = 15; break; case 3: tempAttack = 20; break; } // randomly gives unit type switch (rnd.Next(0, 2)) { case 0: units[i] = new MeleeUnit(newX, newY, 100, 1, tempAttack, 1, team, "O", false); break; case 1: units[i] = new RangeUnit(newX, newY, 70, 2, tempAttack, 4, team, "U", false); break; } } }