private ModMaestro() { instance = this; meleeModificationType = new List <Possibility>() { new Possibility("Attack_Damage_Modification", 0f), new Possibility("Attack_Speed_Modification", 0f), new Possibility("Movement_Speed_Modification", 0f) }; rangedModificationType = new List <Possibility>() { new Possibility("Attack_Damage_Modification", 0f), new Possibility("Attack_Range_Modification", 0f), new Possibility("Attack_Speed_Modification", 0f), new Possibility("Movement_Speed_Modification", 0f) }; modLevel = new List <Possibility>() { new Possibility("_1", 0f), new Possibility("_2", 0f), new Possibility("_3", 0f), new Possibility("_4", 0f), new Possibility("_5", 0f) }; RefreshProbabilities(); RefreshModLevelProbabilities(); }
private void SpawnWave(int numberOfEnemies) { int spawnedEnemies = 0; while (spawnedEnemies < numberOfEnemies) { int index = UnityEngine.Random.Range(0, room.Instantiated_Tiles.Count - 1); Vector3 tileLocation = room.Instantiated_Tiles[index].transform.position; Vector3 center = new Vector3((tileLocation.x + (tileLocation.x + Tile.X_length)) / 2f, 2, (tileLocation.z + (tileLocation.z - Tile.Z_length)) / 2f); int melee_ranged = UnityEngine.Random.Range(0, 2); if (melee_ranged == 0) { GameObject enemy = UnityEngine.Object.Instantiate(Enemy_Prefab_Manager.GetInstance().GetMeleeEnemies()[0], center, new Quaternion()); enemy.GetComponent <Basic_Enemy>().battle = this; AddEnemy(enemy); for (int i = 0; i < enemy.GetComponent <Basic_Enemy>().Modification_Bases.GetAllBases().Count; i++) { enemy.GetComponent <Basic_Enemy>().Add_Modification(ModMaestro.GetInstance().ChooseMeleeModification()); } } else { GameObject enemy = UnityEngine.Object.Instantiate(Enemy_Prefab_Manager.GetInstance().GetRangedEnemies()[0], center, new Quaternion()); enemy.GetComponent <Basic_Enemy>().battle = this; AddEnemy(enemy); for (int i = 0; i < enemy.GetComponent <Basic_Enemy>().Modification_Bases.GetAllBases().Count; i++) { enemy.GetComponent <Basic_Enemy>().Add_Modification(ModMaestro.GetInstance().ChooseRangedModification()); } } spawnedEnemies++; } }