void Awake()
 {
     if (InstantiateThis.tag == "Bug")
     {
         if (InstantiateThis.gameObject != null)
         {
             cockroach = InstantiateThis.GetComponent <Cockroach>();
         }
     }
 }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        // Timers
        m_roundTimer          -= Time.deltaTime;
        m_antSpawnTimer       -= Time.deltaTime;
        m_cockroachSpawnTimer -= Time.deltaTime;
        //

        // if no delay is turned on
        if (m_noDelay)
        {
            Vector3 spawnPosition = new Vector3();

            // Pick a random side of the map
            int side = Random.Range(1, 5);
            // Spawn position is randomly chosen on along the chosen side
            switch (side)
            {
            case 1:
                spawnPosition.x = m_spawnArea.x / 2;
                spawnPosition.z = Random.Range(m_spawnArea.y / -2, m_spawnArea.y / 2);
                break;

            case 2:
                spawnPosition.x = Random.Range(m_spawnArea.y / -2, m_spawnArea.y / 2);
                spawnPosition.z = m_spawnArea.y / -2;
                break;

            case 3:
                spawnPosition.x = m_spawnArea.x / -2;
                spawnPosition.z = Random.Range(m_spawnArea.y / -2, m_spawnArea.y / 2);
                break;

            case 4:
                spawnPosition.x = Random.Range(m_spawnArea.y / -2, m_spawnArea.y / 2);
                spawnPosition.z = m_spawnArea.y / 2;
                break;
            }

            // Spawn ant
            if (m_antSpawnTimer <= 0.0f)
            {
                m_antSpawnTimer = m_antSpawnDelay;

                NavMeshHit hit = new NavMeshHit();
                if (NavMesh.SamplePosition(spawnPosition, out hit, 5, -1))
                {
                    // Spawn the enemy prefab at the determined location
                    GameObject newEnemy = Instantiate(m_antPrefab, spawnPosition, Quaternion.LookRotation((m_king.transform.position - spawnPosition).normalized));
                    // Allocate needed values in the enemy script
                    Enemy enemyScript = newEnemy.GetComponent <Enemy>();
                    enemyScript.Players          = m_players;
                    enemyScript.Spawner          = this;
                    enemyScript.King             = m_king;
                    enemyScript.m_audioSourceSFX = m_audioSourceSFX;

                    m_enemies.Add(enemyScript);
                    m_antToSpawn--;   // removing the limit to spanw
                    m_enemySpawned++; // adding what has been spawned
                }
            }

            // Spawn cockroach
            if (m_cockroachSpawnTimer <= 0.0f)
            {
                m_cockroachSpawnTimer = m_cockroachSpawnDelay;

                NavMeshHit hit = new NavMeshHit();
                if (NavMesh.SamplePosition(spawnPosition, out hit, 5, -1))
                {
                    // Spawn the cockroach prefab at the determined location
                    GameObject newCockroach = Instantiate(m_cockroachPrefab, hit.position, Quaternion.LookRotation((m_king.transform.position - spawnPosition).normalized));
                    // Allocate needed values in the enemy script
                    Cockroach cockroachScript = newCockroach.GetComponent <Cockroach>();
                    cockroachScript.Spawner = this;
                    cockroachScript.King    = m_king;

                    m_enemies.Add(cockroachScript);
                    m_cockroachToSpawn--;
                    m_enemySpawned++;
                }
            }
        }
        else
        {
            // checking to see if there is no enemies to spawn and the timer is higher then 5 seconds
            if ((m_antToSpawn <= 0 && m_cockroachToSpawn <= 0) && m_roundTimer > 5.0f && m_enemySpawned <= 0)
            {
                m_roundTimer = 5.0f; // setting the timer to 5 secounds
                if (m_kingLaugh.Length > 0)
                {
                    m_audioSourceSFX.PlayOneShot(m_kingLaugh[Random.Range(0, m_kingLaugh.Length)]);
                }
            }

            // round system
            // if the round timer is finished
            if (m_roundTimer <= 0.0f)
            {
                if (m_roundStarter.Length > 0)
                {
                    int index = Random.Range(0, m_roundStarter.Length);
                    if (m_roundStarter[index] != null)
                    {
                        m_audioSourceSFX.PlayOneShot(m_roundStarter[index]);
                    }
                }
                m_roundTimer = m_roundLength; // start the round timer
                // checking to see if it doesn't go over the limit
                if (m_currentRound + 1 < m_antCount.Length)
                {
                    m_currentRound++;                                                                                                                                                    // add to the current round
                }
                m_antToSpawn       += m_antCount[m_currentRound] + Mathf.RoundToInt(m_antCount[m_currentRound] * 0.25f * (m_players.Length > 2 ? m_players.Length - 2 : 0));             // adding the limit that needs to be spawned
                m_cockroachToSpawn += m_cockroachCount[m_currentRound] + Mathf.RoundToInt(m_cockroachCount[m_currentRound] * 0.25f * (m_players.Length > 2 ? m_players.Length - 2 : 0)); // adding the limit that needs to be spawned

                OnRoundEnd();                                                                                                                                                            // event call
                CalculateDelay();
            }

            // Spawn ant
            if (m_antSpawnTimer <= 0.0f && m_antToSpawn > 0)
            {
                m_antSpawnTimer = m_antSpawnDelay;          // start the ant spawn timer

                Vector3 spawnPosition = GetSpawnPosition(); // get the spawn position

                NavMeshHit hit = new NavMeshHit();
                // if the spawn position is valid
                if (NavMesh.SamplePosition(spawnPosition, out hit, 5, -1))
                {
                    // Spawn the enemy prefab at the determined location
                    GameObject newEnemy = Instantiate(m_antPrefab, spawnPosition, Quaternion.LookRotation((m_king.transform.position - spawnPosition).normalized));
                    // Allocate needed values in the enemy script
                    Enemy enemyScript = newEnemy.GetComponent <Enemy>();
                    enemyScript.Players          = m_players;
                    enemyScript.Spawner          = this;
                    enemyScript.King             = m_king;
                    enemyScript.m_audioSourceSFX = m_audioSourceSFX;

                    m_enemies.Add(enemyScript);
                    m_antToSpawn--;   // removing the limit to spanw
                    m_enemySpawned++; // adding what has been spawned
                }
            }

            // Spawn cockroach
            if (m_cockroachSpawnTimer <= 0.0f && m_cockroachToSpawn > 0)
            {
                m_cockroachSpawnTimer = m_cockroachSpawnDelay; // start the cockroach spawn timer

                Vector3 spawnPosition = GetSpawnPosition();    // get the spawn position

                NavMeshHit hit = new NavMeshHit();
                // if the spawn position is valid
                if (NavMesh.SamplePosition(spawnPosition, out hit, 5, -1))
                {
                    // Spawn the cockroach prefab at the determined location
                    GameObject newCockroach = Instantiate(m_cockroachPrefab, hit.position, Quaternion.LookRotation((m_king.transform.position - spawnPosition).normalized));
                    // Allocate needed values in the enemy script
                    Cockroach cockroachScript = newCockroach.GetComponent <Cockroach>();
                    cockroachScript.Spawner = this;
                    cockroachScript.King    = m_king;

                    m_enemies.Add(cockroachScript);
                    m_cockroachToSpawn--;
                    m_enemySpawned++;
                }
            }
        }
    }