Beispiel #1
0
    private IEnumerator SpawnAllObjectsInWave(WaveConfig waveToSpawn)
    {
        for (int objectCount = 1; objectCount <= waveToSpawn.GetNumberOfObstacles(); objectCount++)
        {
            var newEnemy = Instantiate(
                waveToSpawn.GetEnemyPrefab(),
                waveToSpawn.GetWaypoints()[0].transform.position,
                Quaternion.identity);

            newEnemy.GetComponent <ObstaclePathing>().SetWaveConfig(waveToSpawn);

            yield return(new WaitForSeconds(waveToSpawn.GetTimeBetweenSpawns()));
        }
    }
    private IEnumerator SpawnAllObstacles(WaveConfig waveConfig)
    {
        //spawn an emeny until obstacleCount is equal to getNumberOfObstacles()
        for (int obstacleCount = 0; obstacleCount < waveConfig.GetNumberOfObstacles(); obstacleCount++)
        {
            //spawn the obstacles from waveConfig
            //at the position specifies by the waveConfig waypoints
            var newObstacle = Instantiate(
                waveConfig.GetObstaclePrefab(),
                waveConfig.GetWaypoints()[0].transform.position,
                Quaternion.identity);
            //the wave will be selected from here and the obstacle applied to it
            newObstacle.GetComponent <ObstaclePathing>().SetWaveConfig(waveConfig);

            yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns()));
        }
    }
Beispiel #3
0
    private IEnumerator SpawnAllObstaclesInWave(WaveConfig waveToSpawn)
    {
        for (int enemyCount = 0; enemyCount < waveToSpawn.GetNumberOfObstacles(); enemyCount++)
        {
            //spawn the enemyPrefab from waveToSpawn
            //at the position specifided waveToSpawn waypoints
            var newEnemy = Instantiate(
                waveToSpawn.GetObstaclePrefab(),
                waveToSpawn.GetWaypoints()[0].transform.position,
                Quaternion.identity);

            //select the wave and apply the enemy to it
            newEnemy.GetComponent <Pathing>().SetWaveConfig(waveToSpawn);

            //wait spawnTime
            yield return(new WaitForSeconds(waveToSpawn.GetTimeBetweenSpawns()));
        }
    }