public IEnumerator GenerateResources(Random random, int[,] map, int squareSize, int openTile) { yield return(CorutineUtilities.Wait(0.01f, "Started resource generation")); goldParent = GameObject.Find("Gold").transform; scrapParent = GameObject.Find("Scrap").transform; this.random = random; this.map = map; this.openTile = openTile; this.squareSize = squareSize; resourcePositions = new List <Vector2>(); RandomizeResourcePlacements(); yield return(CorutineUtilities.Wait(0.01f, "Randomized resource positions")); if (GameObject.FindGameObjectWithTag(ReferenceManager.Singleton.LocalPlayerTag).GetComponent <NetworkBehaviour>().isServer) { foreach (Vector2 position in resourcePositions) { GenerateResource(position); } } yield return(CorutineUtilities.Wait(0.01f, "Generated resources")); }
public IEnumerator GenerateEnemies(Random random) { yield return(CorutineUtilities.Wait(0.01f, "Started enemy generation")); //Todo parentmap spawns all Enemies at 0,0,0. Must be insstaniated right (world position) parentMap = GameObject.Find("Enemies").transform; this.random = random; enemyPositions = new List <Vector2>(); enemyTypes.Add(EnemyType.Booba, spawnRateBobba); enemyTypes.Add(EnemyType.Clonker, spawnRateClonker); enemyTypes.Add(EnemyType.Popper, spawnRatePopper); enemyTypes.Add(EnemyType.Spook, spawnRateSpook); RandomizeEnemyPlacements(); yield return(CorutineUtilities.Wait(0.01f, "Randomized enemy positions")); if (GameObject.FindGameObjectWithTag(ReferenceManager.Singleton.LocalPlayerTag).GetComponent <NetworkBehaviour>().isServer) { foreach (Vector2 position in enemyPositions) { GenerateEnemies(position); } } yield return(CorutineUtilities.Wait(0.01f, "Generated enemies")); }
private WaitForSeconds Wait(string text = "") => CorutineUtilities.Wait(timeToWait, text);