spawn() public method

public spawn ( Vector3 spawnPosition, Enemy enemyPrefab ) : void
spawnPosition Vector3
enemyPrefab Enemy
return void
Beispiel #1
0
    IEnumerator SpawnWave()
    {
        Debug.Log(waves[currentWave].enemyCount);
        for (int i = 0; i < waves[currentWave].enemyCount; i++)
        {
            Debug.Log("Spawning: " + waves[currentWave].enemyType[i]);
            switch (waves[currentWave].enemyType[i])
            {
            case EnemyType.Enemy1:
                factory.spawn(EnemyType.Enemy1);
                break;

            case EnemyType.Enemy2:
                factory.spawn(EnemyType.Enemy2);
                break;

            case EnemyType.Enemy3:
                factory.spawn(EnemyType.Enemy3);
                break;

            case EnemyType.Enemy4:
                factory.spawn(EnemyType.Enemy4);
                break;
            }
            yield return(new WaitForSeconds(1f));
        }

        currentWave++;
    }
Beispiel #2
0
 IEnumerator SpawnWave()
 {
     for (int i = 0; i < spawnNum; i++)
     {
         factory.spawn(EnemyType.Enemy1);
         yield return(new WaitForSeconds(1f));
     }
 }
Beispiel #3
0
    IEnumerator SpawnWave()
    {
        for (int i = 0; i < waves[currentWave].enemyType.Count; i++)
        {
            for (int j = 0; j < waves[currentWave].enemyCount[i]; j++)
            {
                int w = j + 1;
                Debug.Log("Spawning: " + w + "/" + waves[currentWave].enemyCount[i] + " of " + waves[currentWave].enemyType[i]);
                factory.spawn(waves[currentWave].enemyType[i]);
//                switch (waves[currentWave].enemyType[i])
//                {

//                    case EnemyType.Enemy1:
//                        factory.spawn(EnemyType.Enemy1);
//                        break;
//                    case EnemyType.Enemy2:
//                        factory.spawn(EnemyType.Enemy2);
//                        break;
//                    case EnemyType.Enemy3:
//                        factory.spawn(EnemyType.Enemy3);
//                        break;
//                    case EnemyType.Enemy4:
//                        factory.spawn(EnemyType.Enemy4);
//                        break;
//                    case EnemyType.PostGrad:
//                        factory.spawn(EnemyType.PostGrad);
//                        break;
//                    case EnemyType.Exchange:
//                        factory.spawn(EnemyType.Exchange);
//                        break;
//                }
                yield return(new WaitForSeconds(waves[currentWave].spawnInterval));
            }
        }

        currentWave++;
    }