/// <summary> /// Registers enemy removed from round. /// </summary> /// <param name="enemy">Enemy.</param> public void RemoveEnemyFromRound(RoundEnemy enemy) { m_EnemyCount--; m_EnemiesKilled++; OnEnemyRemoved(); }
void Awake() { m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_Collider2D = GetComponent <Collider2D>(); if (MOVE_DIR_LOOKUP.Count == 0) { MOVE_DIR_LOOKUP.Add(MovementDirection.Left, Vector2.left); MOVE_DIR_LOOKUP.Add(MovementDirection.Right, Vector2.right); MOVE_DIR_LOOKUP.Add(MovementDirection.Up, Vector2.zero); MOVE_DIR_LOOKUP.Add(MovementDirection.Down, Vector2.zero); } if (GAME_MANAGER == null) { GAME_MANAGER = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager>(); } m_RoundEnemy = GetComponent <RoundEnemy>(); }
/// <summary> /// Removes stationary enemy from round. /// </summary> /// <param name="enemy">Enemy to remove.</param> public void EnemyEscapedRound(RoundEnemy enemy) { m_StationaryEnemies.Remove(enemy); }
/// <summary> /// Removes stationary enemy from round. /// </summary> /// <param name="enemy">Enemy to remove.</param> public void RemoveEnemyFromRound(RoundEnemy enemy) { m_StationaryEnemies.Remove(enemy); }
/// <summary> /// Adds an enemy to structure. /// </summary> /// <param name="e">Enemy to add.</param> public void AddEnemy(RoundEnemy e) { m_StationaryEnemies.Add(e); }
/// <summary> /// Registers enemy escaped round. /// </summary> /// <param name="enemy">Enemy.</param> public void EnemyEscapedRound(RoundEnemy enemy) { m_EnemyCount--; OnEnemyRemoved(); }