add attributes to Base for unitCount and unitType. Init attributes in constructor with default parameters
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6c68a569b9
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@ -13,8 +13,10 @@ class Base : SKSpriteNode{
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public static let colorSelected = SKColor.yellow
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public static let colorSelected = SKColor.yellow
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var availableBases = [Base]()
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var availableBases = [Base]()
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var defaultColor = SKColor.green
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var defaultColor = SKColor.green
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var unitType: Unit = Unit.General;
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var unitCount: Int = 0;
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init(color: UIColor, position: CGPoint, name: String) {
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init(color: UIColor, position: CGPoint, name: String, unitCount: Int = 0, unitType: Unit = Unit.General) {
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super.init(texture: SKTexture(imageNamed: "Base"),
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super.init(texture: SKTexture(imageNamed: "Base"),
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color: color,
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color: color,
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size: CGSize(width: 50.0, height: 50.0)
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size: CGSize(width: 50.0, height: 50.0)
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@ -26,6 +28,8 @@ class Base : SKSpriteNode{
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self.position = position
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self.position = position
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self.zPosition = 2
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self.zPosition = 2
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self.isUserInteractionEnabled = true
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self.isUserInteractionEnabled = true
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self.unitCount = unitCount
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self.unitType = unitType
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}
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}
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required init?(coder aDecoder: NSCoder) {
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required init?(coder aDecoder: NSCoder) {
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@ -45,7 +49,6 @@ class Base : SKSpriteNode{
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]
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]
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)
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)
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)
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)
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}
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}
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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