Beispiel #1
0
    /// Spawns a unit based on the level set.

    private void SpawnUnit()
    {
        if (unitList[(int)unitLevel] != null)
        {
            Transform unit = InstanceManager.Spawn(unitList[(int)unitLevel].transform, spawnLocation.position, Quaternion.identity);
            unit.GetComponent <SpawnAI>().SetOwner(this);
            // Increase the total number of enemies spawned and the number of spawned enemies
            numberOfUnits++;
            totalSpawnedUnits++;
        }
        else
        {
            Debug.LogError("Error trying to spawn unit of level " + unitLevel.ToString() + " on spawner " + spawnID + " - No unit set");
            spawn = false;
        }
    }
Beispiel #2
0
 /// <summary>
 /// Spawns a unit based on the level set.
 /// </summary>
 private void SpawnUnit()
 {
     if (unitList[(int)unitLevel] != null)
     {
         spawnPointIndex = Random.Range(0, spawnPoints.Length);
         Transform unit = InstanceManager.Spawn(unitList[(int)unitLevel].transform, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
         unit.GetComponent <SpawnAI>().SetOwner(this);
         // Increase the total number of enemies spawned and the number of spawned enemies
         numberOfUnits++;
         totalSpawnedUnits++;
     }
     else
     {
         Debug.LogError("Error trying to spawn unit of level " + unitLevel.ToString() + " on spawner " + spawnID + " - No unit set");
         spawn = false;
     }
 }
Beispiel #3
0
    /// <summary>
    /// Spawns a unit based on the level set.
    /// </summary>
    private void SpawnUnit()
    {
        if (GameManager.Instance.PauseGame)
        {
            return;
        }

        if (unitList[(int)unitLevel] != null)
        {
            Transform unit = InstanceManager.Spawn(unitList[(int)unitLevel].transform, spawnLocation.position, Quaternion.identity);

            //↓↓↓ここからオリジナルソースコード追加↓↓↓//

            int id = GameManager.Instance.crntEnemyDictionary.Count + 1;
            unit.gameObject.GetComponent <EnemyObject> ().EnemyData = _enemyData;
            unit.gameObject.GetComponent <EnemyObject> ().CurrentHP = _enemyData.HP;

            timeBetweenSpawns = _enemyData.Interval;

            //ドロップの設定
            GameObject stgObj = GameManager.Instance.CurrentStageObject;
            if (stgObj != null)
            {
                DropData dropData = stgObj.GetComponent <StageObject> ().MakeDrop();
                if (dropData != null)
                {
                    unit.gameObject.GetComponent <EnemyObject> ().dropData = dropData;
                }
            }

            GameManager.Instance.crntEnemyDictionary.Add(id.ToString(), unit.gameObject.GetComponent <EnemyObject> ());


            //↑↑↑==========ここまで===========↑↑↑//

            unit.GetComponent <SpawnAI>().SetOwner(this);
            // Increase the total number of enemies spawned and the number of spawned enemies
            numberOfUnits++;
            totalSpawnedUnits++;
        }
        else
        {
            Debug.LogError("Error trying to spawn unit of level " + unitLevel.ToString() + " on spawner " + spawnID + " - No unit set");
            spawn = false;
        }
    }
Beispiel #4
0
    /// <summary>
    /// Spawns a unit based on the level set.
    /// </summary>
    private void SpawnUnit()
    {
        int unitToSpawn = Random.Range(0, unitList[(int)unitLevel].units.Length);

        if (unitList[(int)unitLevel].units[unitToSpawn] != null)
        {
            int       locationToSpawn = Random.Range(0, spawnLocations.Length);
            Transform unit            = InstanceManager.Spawn(unitList[(int)unitLevel].units[unitToSpawn].transform, spawnLocations[locationToSpawn].position, Quaternion.identity);
            unit.SendMessage("SetOwner", this);
            // Increase the total number of enemies spawned and the number of spawned enemies
            numberOfSpawnedUnits++;
            totalSpawnedUnits++;
        }
        else
        {
            Debug.LogError("Error trying to spawn unit of level " + unitLevel.ToString() + " on spawner " + spawnID + " - No unit set");
            if (unitList[(int)unitLevel].units.Length == 1)
            {
                spawn = false;
            }
        }
    }