Ejemplo n.º 1
0
    /// <summary>
    /// For each point, spawn enemies and return the list of all spawned enemies
    /// </summary>
    /// <returns>List of all spawned enemies</returns>
    public List <TDS_Enemy> GetWaveEnemies(TDS_SpawnerArea _owner)
    {
        List <TDS_Enemy> _enemies = new List <TDS_Enemy>();

        foreach (TDS_SpawnPoint _point in spawnPoints)
        {
            _enemies.AddRange(_point.GetSpawningEnemies(_owner));
        }
        return(_enemies);
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Get all enemies resources Names
    /// Instantiate them and set their owner as the spawner area that owns this SpawnPoint
    /// return the list of all spawned enemies
    /// </summary>
    /// <param name="_owner">TDS_SpawnerArea that owns the spawn point</param>
    /// <returns>List of spawned enemies</returns>
    public List <TDS_Enemy> GetSpawningEnemies(TDS_SpawnerArea _owner)
    {
        // Get enemies from the wave Element
        List <string> _enemiesNames = waveElement.GetInformations();
        //Create the list of spawned Enemies for this spawn point
        List <TDS_Enemy> _spawnedEnemies = new List <TDS_Enemy>();
        // Spawn every enemies from thoses informations
        TDS_Enemy _e;

        for (int i = 0; i < _enemiesNames.Count; i++)
        {
            _e      = PhotonNetwork.Instantiate(_enemiesNames[i], GetRandomSpawnPosition(), Quaternion.identity, 0).GetComponent <TDS_Enemy>();
            _e.Area = _owner;
            _spawnedEnemies.Add(_e);
        }
        return(_spawnedEnemies);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Make MrLoyal gets out of the battle, then make him call the cats at a rate
    /// </summary>
    /// <returns></returns>
    public IEnumerator GetOutOfBattle()
    {
        /// Call the particle here
        TDS_VFXManager.Instance.SpawnEffect(FXType.MrLoyalTeleportation, transform.position);
        /// Then wait some time and teleport Mr Loyal on his plateform
        yield return(new WaitForSeconds(1.25f));

        sprite.enabled     = false;
        transform.position = teleportationPosition;
        TDS_VFXManager.Instance.SpawnEffect(FXType.MrLoyalEndTeleportation, teleportationPosition);
        yield return(null);

        sprite.enabled = true;
        yield return(new WaitForSeconds(1f));

        /// Instantiate again particles on the teleportation spot
        TDS_SpawnerArea _currentArea = linkedAreas.Where(a => !a.IsDesactivated).FirstOrDefault();

        if (!_currentArea)
        {
            yield return(GetBackIntoBattle());

            yield break;
        }
        _currentArea.OnNextWave.AddListener(CallOut);
        _currentArea.StartSpawnArea();
        yield return(null);

        CallOut();
        float _timer = 0;

        while (!_currentArea.IsDesactivated)
        {
            yield return(null);

            _timer += Time.deltaTime;
            if (_timer > chargeCatsRate)
            {
                cats.ToList().ForEach(c => c.ActivateCat());
                PlayCallOutSound("Cat");
                _timer = 0;
            }
        }
        yield return(GetBackIntoBattle());
    }