private void CreateFloorWaveMaker() { GameObject fwm = Instantiate(floorWaveMaker, new Vector3(floorBlocks.LevelWidth / 2f, -1.15f, floorBlocks.LevelEnd + 15f), Quaternion.identity); WaveMaker waveMaker = fwm.GetComponent <WaveMaker>(); waveMaker.destroy = true; waveMaker.speed = 8f; waveMaker.resetZ = floorBlocks.LevelEnd - floorBlocks.LevelLength; }
// Start is called before the first frame update void Start() { SpeakerRotation = true; wv = GameObject.Find("lsoundwave_center").GetComponent <WaveMaker>(); wv2 = GameObject.Find("lsoundwave_up").GetComponent <WaveMaker>(); wv3 = GameObject.Find("lsoundwave_down").GetComponent <WaveMaker>(); spr = GetComponent <SpriteRenderer>(); //스프라이트 렌더러 선언 color = spr.color; pv.RPC("setColor", RpcTarget.All, 0); }
public void SetWavePhase(WaveMaker.wavePhase w) { foreach (GameObject enemy in currentEnemyList) { if(enemy.name != "shark_spawn_manager") { int t = 1; } enemy.GetComponent<SpawnManager>().SetBaseSpawnRate(w, waveNumber); } }
public float CreateWaveMaker() { moveToPos = new Vector3(floorBlocks.LevelWidth / 2f, 5f, floorBlocks.LevelEnd - floorBlocks.LevelLength - 6.6f); cameraMoving = true; currWaveMaker = Instantiate(waveMakerGo, new Vector3(floorBlocks.LevelWidth / 2f, -1.15f, floorBlocks.LevelEnd), Quaternion.identity); WaveMaker waveMaker = currWaveMaker.GetComponent <WaveMaker>(); waveMaker.destroy = true; waveMaker.speed = 4f; waveMaker.resetZ = floorBlocks.LevelEnd - floorBlocks.LevelLength - 7f; increaseScoreTime = Time.time + (1 / waveMaker.speed); return(floorBlocks.LevelLength / waveMaker.speed); }
public void SetBaseSpawnRate(WaveMaker.wavePhase phase, int waveNumber) { baseSpawnRate = (2.4f + bsrAdjuster)+ Mathf.Pow(5, ((-waveNumber / 30) + 1)); switch (phase) { case WaveMaker.wavePhase.intro: wPhase = phase; break; case WaveMaker.wavePhase.increase: baseSpawnRate = (2f/3f) * baseSpawnRate; wPhase = phase; break; case WaveMaker.wavePhase.downTime: //UpdateSpawnLimit(0); wPhase = phase; break; case WaveMaker.wavePhase.coolDown: UpdateSpawnLimit(0); wPhase = phase; break; case WaveMaker.wavePhase.rampUp: wPhase = phase; UpdateSpawnLimit(spawnLimit); rampTime = 0; break; case WaveMaker.wavePhase.transition: wPhase = phase; UpdateSpawnLimit(0); break; } if(gameObject.name != "shark_spawn_manager") { int t = 1; } //iterate over spawners and set base spawn rate //print("BSR = " + baseSpawnRate); UpdateSpawnRate(baseSpawnRate); }