void SpawnEnemy_3() { spawnTimer += Time.deltaTime; if (spawnTimer >= spawnTime) { spawnTimer = 0; var cannons = GlobalManager.cannons; Cannon randCannon = cannons[Random.Range(0, cannons.Count)]; EnemyMissile enemy = Instantiate(prefabDefaultEnemy).GetComponent <EnemyMissile>(); enemy.transform.position = new Vector3( randCannon.transform.position.x , ManageSceneSetup.Ins.spawnVerticalRange.y , ManageSceneSetup.Ins.playField.transform.position.z); enemy.transform.LookAt(randCannon.transform.position); enemy.SetDest(randCannon.transform.position); GameEventSignals.DoEnemySpawned(enemy); } }
void SpawnEnemy_2() { spawnTimer += Time.deltaTime; if (spawnTimer >= ManageWave.Ins.enemySpawnTime) { spawnTimer = 0; var cannons = GlobalManager.cannons; var waveManager = ManageWave.Ins; Cannon randCannon = cannons[Random.Range(0, cannons.Count)]; EnemyMissile enemy = Instantiate( waveManager.waveBundles[waveManager.waveIndex].enemyGroupBundles[waveManager.enemyGroupsIndex].prefab).GetComponent <EnemyMissile>(); enemy.transform.position = new Vector3( Random.Range(ManageSceneSetup.Ins.spawnHorizontalRange.x, ManageSceneSetup.Ins.spawnHorizontalRange.y) , ManageSceneSetup.Ins.spawnVerticalRange.y , ManageSceneSetup.Ins.playField.transform.position.z); enemy.transform.LookAt(randCannon.transform.position); enemy.SetDest(randCannon.transform.position); GameEventSignals.DoEnemySpawned(enemy); } }