Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        //assign main erm reference
        if (erm != null)
        {
            Debug.LogError("more than one erm in scene");
        }
        else
        {
            erm = EnemyRelayManager2.erm;
        }
        rend = GetComponent <Renderer>();
        rend.materials[0].color = Color.red;

        //Incase not set in inspector
        if (rotateInterval == 0)
        {
            Debug.Log("rotateInterval not set in inspector");
            rotateInterval = 72;
        }

        maxShots  = 360 / rotateInterval;
        misfiring = false;
        direction = Quaternion.Euler(shootRotation, 90, 0);
    }
Beispiel #2
0
    // Use this for initialization
    void Awake()
    {
        if (erm != null)
        {
            Debug.LogError("more than one enemyrelaymanager in scene");
        }
        else
        {
            erm = this;
        }

        enemyStartPos = enemies[0].transform.position;
        playerPos     = GameObject.FindGameObjectWithTag("Player").transform.position;

        ElapsedTime = 0f;
        //FinishTime = 1f;
        FinishTime = speedTimes[Random.Range(0, speedTimes.Length)];

        relayedPositions = new Transform[nodes.Length];

        for (int x = 0; x < relayedPositions.Length; x++)
        {
            relayedPositions[x] = nodes[x];
        }

        foreach (Transform o in relayedPositions)
        {
            theOrder.Add(o.position);
        }

        foreach (GameObject e in enemies)
        {
            enemyOrder.Add(e.GetComponent <Enemy>());
        }

        currentRelay   = 0;
        gpCurrentRelay = 0;
        //ready = false;
        createGameplayOrder(theOrder);


        //node = (int)Random.Range(0, nodes.Length);
    }