private IEnumerator SpawnEnemy() { if (currentSpawnTime > spawnDelay) { currentSpawnTime = 0; if (EnemyList.Count < currentLevel) { Vector3 spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)].transform.position; GameObject enemyToSpawn = enemies[Random.Range(0, enemies.Length)]; Instantiate(enemyToSpawn); enemyToSpawn.transform.position = spawnPoint; } } if (RoundKills == EnemyList.Count && EnemyList.Count > 0 && currentLevel != finalLevel) { EnemyList.Clear(); RoundKills = 0; yield return(new WaitForSeconds(3f)); currentLevel++; levelText.text = "Level " + currentLevel; } if (RoundKills == finalLevel) { StartCoroutine(EndGame("Victory!")); } yield return(null); StartCoroutine(SpawnEnemy()); }
public void ReloadLevel() { IsPaused = true; isReloading = true; EnemyList.Clear(); DeserializeLevelData(); SetActiveFunction(doorList); SetParallax(); /*finalGhostObjects = ghostObjects; * for (int i = 0; i < ghostObjects.Count; i++) * Destroy(ghostObjects[i].gameObject); * ghostObjects.Clear(); * if (isGhostReplayActive) * { * if (!hasBeenInit) * { * hasBeenInit = true; * InitialzeGhostPlayer(); * //player.GetComponent<PlayerController>().inputScript.Reset(); * } * }*/ System.GC.Collect(); System.GC.WaitForPendingFinalizers(); }
public void Reset() { ItemList.Clear(); EnemyList.Clear(); BlockList.Clear(); BackgroundList.Clear(); }
private void DestroyAllEnemies() { foreach (var enemy in enemyList) { Destroy(enemy.gameObject); } EnemyList.Clear(); }
/// <summary> /// グループ行動終了を知らせる /// </summary> /// <param name="enemyList"></param> public void NoticeEnemiesGroupEnd() { for (int i = 0; i < EnemyList.Count; i++) { if (EnemyList[i] != null) { EnemyList[i].GroupEnd(); } } EnemyList.Clear(); }
public override void Dispose() { if (!IsDisposed) { foreach (var current in DoorList) { current.Dispose(); } DoorList.Clear(); DoorList = null; foreach (var current2 in TerrainObjList) { current2.Dispose(); } TerrainObjList.Clear(); TerrainObjList = null; foreach (var current3 in GameObjList) { current3.Dispose(); } GameObjList.Clear(); GameObjList = null; foreach (var current4 in EnemyList) { current4.Dispose(); } EnemyList.Clear(); EnemyList = null; foreach (var current5 in BorderList) { current5.Dispose(); } BorderList.Clear(); BorderList = null; BGRender = null; LinkedRoom = null; foreach (var current6 in TempEnemyList) { current6.Dispose(); } TempEnemyList.Clear(); TempEnemyList = null; Player = null; m_fairyChestText.Dispose(); m_fairyChestText = null; m_pauseBG.Dispose(); m_pauseBG = null; m_indexText.Dispose(); m_indexText = null; m_roomInfoText.Dispose(); m_roomInfoText = null; base.Dispose(); } }
//Reset all the level variables. public void ClearLevel() { IsPaused = true; player = null; doorList.Clear(); doorList = null; serializedData.objectList.Clear(); serializedData = null; _uniqueObjects = null; levelData.objectList.Clear(); levelData = null; EnemyList.Clear(); }
public void WipeAllEnemies() { Enemy[] array = EnemyList.ToArray(); foreach (Enemy enemy in array) { if (enemy != null) { RemoveEnemy(enemy); } } EnemyList.Clear(); }
/// <summary> /// 关闭 /// </summary> public void Close() { EnemyList.Clear(); gameObject.SetActive(false); }
public override void Initialize() { TerrainObj terrainObj = null; TerrainObj terrainObj2 = null; TerrainObj terrainObj3 = null; TerrainObj terrainObj4 = null; foreach (var current in TerrainObjList) { if (current.Name == "BlacksmithBlock") { terrainObj = current; } if (current.Name == "EnchantressBlock") { terrainObj2 = current; } if (current.Name == "ArchitectBlock") { terrainObj3 = current; } if (current.Name == "SignBlock") { terrainObj4 = current; } } if (terrainObj != null) { TerrainObjList.Remove(terrainObj); } if (terrainObj2 != null) { TerrainObjList.Remove(terrainObj2); } if (terrainObj3 != null) { TerrainObjList.Remove(terrainObj3); } if (terrainObj4 != null) { TerrainObjList.Remove(terrainObj4); } if (m_tree1 == null) { foreach (var current2 in GameObjList) { if (current2.Name == "Mountains 1") { m_mountain1 = (current2 as SpriteObj); } else if (current2.Name == "Mountains 2") { m_mountain2 = (current2 as SpriteObj); } else if (current2.Name == "Sign") { current2.Visible = false; } if (current2.Name == "Tree1") { m_tree1 = current2; } else if (current2.Name == "Tree2") { m_tree2 = current2; } else if (current2.Name == "Tree3") { m_tree3 = current2; } else if (current2.Name == "Fern1") { m_fern1 = current2; } else if (current2.Name == "Fern2") { m_fern2 = current2; } else if (current2.Name == "Fern3") { m_fern3 = current2; } } } EnemyList.Clear(); base.Initialize(); }
public void ResetCache() { EnemyList.Clear(); LogList.Clear(); }