Ejemplo n.º 1
0
 //TODO:  this seems redundant but, might be useful later on in the game
 /*** turns any enemy type to a normal enemy */
 private void turnToNormalEnemy()
 {
     this.GetComponent <SpriteRenderer>().sprite    = enemySprites[0];
     this.GetComponent <Rigidbody2D>().gravityScale = 2f; //returns gravity to how it was, now he will fall like a normal trooper
     highestY  = 0;
     enemyType = enemyTypeEnum.Normal;
     this.GetComponent <DragAndDrop>().enabled = true;
 }
Ejemplo n.º 2
0
    public void SelectEnemyType()
    {
        ////TODO: this needs to change  , its just a trick
        ////if not enough time has passed to start the parachute type, then it will automatically select the normal enemy type

        //GameObject gameEngin = GameObject.Find("GameEngine");
        //timePassedInGame = gameEngin.GetComponent<GameEngine>().timeElapsed;
        //if (gameEngin.GetComponent<GameEngine>().timeElapsed <= startEnemyTypeAfter[1])


        //{
        //    enemyType = enemyTypeEnum.Normal;
        //    return;

        //}
        //TODO: this needs to
        //int currentWave = gameEngine.getWaveNumber();
        //Debug.Log(currentWave);


        currentWave = gameEngine.getWaveNumber();
        Debug.Log("im here");
        float rnd = UnityEngine.Random.Range(0f, 1f);

        //float enemyProbabilityFinder = 0f;



        //int i;
        //for (i = 0; i < enemyTypeProbability.Length; i++)
        //{
        //    //enemyTypeProbability has a map of which enemy type should appear ,, in which probability , and selects the correct type randomly
        //    enemyProbabilityFinder += enemyTypeProbability[i];
        //    if (rnd < enemyProbabilityFinder) //THE LOGIC BEHIND THIS, if the normal enemy has 70% chance and the paracchuter 30% , then if our random falls inside the 70% nothing happens, thus it stays as a normal soldier
        //    {
        //        break;
        //    }



        //}

        //enemyType = (enemyTypeEnum)(Enum.GetValues(typeof(enemyTypeEnum))).GetValue(i)
        //  enemyType = enemyTypeEnum.Parachuter;
        //TODO: change graphics to a parachuter



        if (rnd > 0.5 && rnd < 0.85 && currentWave > 1)
        {
            this.GetComponent <SpriteRenderer>().sprite = enemySprites[1];
            enemyType = enemyTypeEnum.Parachuter;
        }

        else if (rnd > 0.85 && currentWave > 2)
        {
            this.GetComponent <SpriteRenderer>().sprite = enemySprites[3];
            this.GetComponent <DragAndDrop>().enabled   = false;
            this.GetComponent <clickDitect>().enabled   = true;
            enemyType = enemyTypeEnum.Armor;
        }

        //if (enemyType == enemyTypeEnum.Parachuter)
        //{
        //    this.GetComponent<SpriteRenderer>().sprite = enemySprites[1];
        //}

        //if (enemyType == enemyTypeEnum.Armor)
        //{
        //    this.GetComponent<SpriteRenderer>().sprite = enemySprites[3];
        //}
    }