IEnumerator GenerateAllEnemy() { ++level; UpdateLevel(); UpdateScore(); if (level != 1) { enemySpeedMult += 0.1f; } if (enemySpeedMult > maxNaturalEnemySpeedMult) { enemySpeedMult = maxNaturalEnemySpeedMult; } isGeneratingNewEnemies = true; yield return(new WaitForSeconds(1.5f)); EnemyGroupMovement e = enemyGroup.GetComponent <EnemyGroupMovement>(); e.ResetState(); numberOfEnemies += 25; numberOfBlueEnemies += 10; numberOfRedEnemies += 10; numberOfGreenEnemies += 5; for (int i = 0; i < 5; ++i) { for (int j = 0; j < 2; ++j) { GenerateBlueEnemy(i, j); GenerateRedEnemy(i, j); if (j == 0) { GenerateGreenEnemy(i, j); } } } yield return(new WaitForSeconds(0.05f)); SortBlueEnemyRenderer(); SortRedEnemyRenderer(); SortGreenEnemyRenderer(); realGreenEnemyObjs = GameObject.FindGameObjectsWithTag("GreenEnemy"); isGeneratingNewEnemies = false; // enemyGroup.transform.position = Vector3.zero; }
private void Awake() { movement = GetComponent <EnemyGroupMovement>(); attack = GetComponent <EnemyGroupAttack>(); }