void loadLvl(SaveManager.GameSave lvlLoader_) { ammo_ = lvlLoader_.ammo_; Instantiate(PlayerPrefab, lvlLoader_.playerPos_, Quaternion.identity); int i = 0; foreach (SaveManager.EnemySettings e in lvlLoader_.enemies_) { EnemigoManager enemy = Instantiate(EnemigoPrefab, e.tr_, Quaternion.identity).GetComponent <EnemigoManager>(); enemy.transform.parent = EnemiesPool.transform; enemy.name = "Enemigo" + i; enemy.LoadEnemy(e.nodes_.nodes, e.nodes_.count, e.state, e.prevstate); i++; } i = 0; foreach (SaveManager.PuertasStates p in lvlLoader_.puertas_) { Puerta puerta = Instantiate(PuertaPrefab, p.position_, Quaternion.Euler(p.rotation_)).GetComponent <Puerta>(); puerta.transform.parent = PuertaPool.transform; puerta.name = "Puerta" + i; puerta.SetPuerta(p.open_); i++; } i = 0; foreach (SaveManager.BotonStates b in lvlLoader_.botones_) { Boton boton = Instantiate(BotonPrefab, b.position_, Quaternion.identity).GetComponent <Boton>(); boton.transform.parent = BotonesPool.transform; boton.name = "Boton" + i; i++; if (b.active) { List <GameObject> LaserIn = new List <GameObject>(); foreach (SaveManager.LaserTr l in b.laser) { GameObject laser = Instantiate(LaserPrefab, l.positon_, Quaternion.Euler(l.rotation_)); laser.GetComponent <Laser>().SetIntermitencia(l.intermitencia_); LaserIn.Add(laser); } boton.SetButton(LaserIn, true); } else { boton.SetButton(null, false); } } }
public void StartDelay() { started = true; gameObject.layer = LayerMask.NameToLayer(layer_); gun = GetComponent <PistolaEnemigo>(); rb = GetComponent <Rigidbody2D>(); voices = GetComponent <AudioSource>(); animator = GetComponent <Animator>(); movEnemigo = GetComponent <EnemigoManager>(); if (GameManager.gmInstance_ != null) { player = GameManager.gmInstance_.GetPlayerTransform(); GameManager.gmInstance_.AddEnemy(movEnemigo); pulse = GameManager.gmInstance_.createPulse(); pulse.SetEnemy(transform); pulse.name = "Pulse" + this.name; fov = GameManager.gmInstance_.createFieldofView(); fov.name = "FieldOfView" + this.name; fov.SetInstance(limit, fovSet); fov.gameObject.layer = gameObject.layer; fov.gameObject.layer = this.gameObject.layer; SetPulseState(false); } if (SoundManager.smInstance_) { EnemyVoicePool[0] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_VOICE0); EnemyVoicePool[1] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_VOICE1); EnemyVoicePool[2] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_VOICE2); EnemyVoicePool[3] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_VOICE3); EnemyVoicePool[4] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_VOICE4); EnemyVoicePool[5] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_VOICE5); EnemyVoicePool[6] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_VOICE6); EnemyVoicePool[7] = SoundManager.smInstance_.GetClip(SoundManager.FXSounds.ENEMY_DEATH); } SetState(State.Patrolling); }
public void RemoveEnemy(EnemigoManager enemy) { enemies.Remove(enemy); }
/* -------------------- */ // ---- LISTAS public void AddEnemy(EnemigoManager enemy) { enemies.Add(enemy); }