Ejemplo n.º 1
0
    private Tower_Script tower_script;  //タワーの取得型

    // Use this for initialization
    void Start()
    {
        tower_script = GameObject.Find("Tower").GetComponent <Tower_Script>();

        akikan_appearance  = GameObject.Find("akikan_appearance").GetComponent <EnemyAppearance>();
        bottle_appearance  = GameObject.Find("bottle_appearance").GetComponent <EnemyAppearance>();
        battery_appearance = GameObject.Find("battery_appearance").GetComponent <EnemyAppearance>();

        //start_frequency = frequency;
        wave = 1;
    }
Ejemplo n.º 2
0
        /// <summary>
        /// Appearance completed event
        /// Called when an appearance is cleared
        /// </summary>
        /// <param name="enemyAppearance">The enemy appearance that has been cleared</param>
        private void EnemyAppearanceCompletedEvent(EnemyAppearance enemyAppearance)
        {
            _clearedAppearances++;

            // Unsubscribe for convinience
            enemyAppearance.AppearanceCompletedEvent -= EnemyAppearanceCompletedEvent;
            enemyAppearance.SpawnedEvent -= EnemyAppearanceOnSpawnedEventHandler;

            // We check if this is the last appearance
            if (_clearedAppearances == Appearances.Length)
            {
                // If it is, we do some cleanup
                GlobalEventSystem<EnemyDiedEvent>.EventHappened -= SpawnedEnemyOnDiedEvent;

                // And raise our WaveClearedEvent
                if (WaveClearedEvent != null)
                {
                    WaveClearedEvent(this);
                }
            }
        }
Ejemplo n.º 3
0
 /// <summary>
 /// An appearance enemy spawned event handler
 /// We spawn our actual enemy here
 /// </summary>
 /// <param name="enemy">A enemy to spawn</param>
 /// <param name="appearance">Appearance that wants to spawn an enemy</param>
 private void EnemyAppearanceOnSpawnedEventHandler(Enemy enemy, EnemyAppearance appearance)
 {
     var spawnedEnemy = Instantiate(enemy);
     _enemyAppearanceReveseLookup[spawnedEnemy] = appearance;
 }