private void generate(int number) { for (int i = 0; i < number; i++) { Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition()); //Debug.Log(pos); Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0); //tile.SetColor(p, Color.red); //Debug.Log(tile.GetColor(p)); GameObject x = Instantiate(enemy, p, Quaternion.identity); } for (int i = 0; i < number; i++) { Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition()); //Debug.Log(pos); Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0); //tile.SetColor(p, Color.red); //Debug.Log(tile.GetColor(p)); Instantiate(spawner, p, Quaternion.identity); } for (int i = 0; i < number; i++) { Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition()); //Debug.Log(pos); Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0); //tile.SetColor(p, Color.red); //Debug.Log(tile.GetColor(p)); Instantiate(healthpotion, p, Quaternion.identity); } }
// Use this for initialization void Start() { counter = waveRate; num = 10; board = gameObject.GetComponent <BoardGenerator>(); tile = board.GetComponent <Tilemap>(); //Debug.Log(board); for (int i = 0; i < num; i++) { Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition()); //Debug.Log(pos); Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0); //tile.SetColor(p, Color.red); //Debug.Log(tile.GetColor(p)); Instantiate(enemy, p, Quaternion.identity); } for (int i = 0; i < 5; i++) { Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition()); //Debug.Log(pos); Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0); //tile.SetColor(p, Color.red); //Debug.Log(tile.GetColor(p)); Instantiate(powerpotion, p, Quaternion.identity); } }