Example #1
0
    /// <summary>
    /// The update logic for the behaviour of the advanced enemies.
    /// </summary>
    void AdvancedEnemyHandler()
    {
        if (AdvancedTimer <= 0f && AdvancedEnemies)
        {
            GameObject        tGO;
            IsoObject         tIsoObject;
            CharacterMovement tCharacterMovement;
            int tRandom = Random.Range(0, 2);

            if (tRandom == 0)
            {
                tGO                = Instantiate(AdvancedEnemyRightPrefab) as GameObject;
                tIsoObject         = tGO.GetComponent <IsoObject>();
                tCharacterMovement = tGO.GetComponent <CharacterMovement>();
            }
            else
            {
                tGO                = Instantiate(AdvancedEnemyLeftPrefab) as GameObject;
                tIsoObject         = tGO.GetComponent <IsoObject>();
                tCharacterMovement = tGO.GetComponent <CharacterMovement>();
            }

            Characters.Add(tIsoObject);
            CharacterMovementScripts.Add(tCharacterMovement);
            EnemySpawn.Play();

            AdvancedTimer = Random.Range(TimeBetweenAdvancedMin, TimeBetweenAdvancedMax);
        }
        else if (AdvancedEnemies)
        {
            AdvancedTimer -= Time.deltaTime;
        }
    }
Example #2
0
    /// <summary>
    /// The update logic for the behaviour of the simple enemies.
    /// </summary>
    void SimpleEnemyHandler()
    {
        if (SimpleTimer <= 0f)
        {
            GameObject tGO;
            if (Random.Range(0, 2) == 1 && !ActiveBlockChanger && BlockChangerEnemy)
            {
                tGO = Instantiate(BlockChangerEnemyPrefab) as GameObject;
                ActiveBlockChanger = true;
            }
            else
            {
                tGO = Instantiate(SimpleEnemyPrefab) as GameObject;
            }
            //GameObject tGO = Instantiate(FollowEnemyPrefab, EnemySpawner.position, Quaternion.identity) as GameObject;
            Characters.Add(tGO.GetComponent <IsoObject>());
            CharacterMovementScripts.Add(tGO.GetComponent <CharacterMovement>());
            EnemySpawn.Play();

            SimpleTimer = Random.Range(TimeBetweenSimplesMin, TimeBetweenSimplesMax);
        }
        else
        {
            SimpleTimer -= Time.deltaTime;
        }
    }
Example #3
0
    /// <summary>
    /// The update logic for the behaviour of the following enemies.
    /// </summary>
    void FollowEnemyHandler()
    {
        if (FollowTimer <= 0f && !ActiveFollower && FollowEnemy)
        {
            GameObject tGO = Instantiate(FollowEnemyPrefab) as GameObject;
            //GameObject tGO = Instantiate(FollowEnemyPrefab, EnemySpawner.position, Quaternion.identity) as GameObject;
            Characters.Add(tGO.GetComponent <IsoObject>());
            CharacterMovementScripts.Add(tGO.GetComponent <CharacterMovement>());
            EnemySpawn.Play();

            ActiveFollower = true;
            FollowTimer    = Random.Range(TimeUntilFollowerMin, TimeUntilFollowerMax);
        }
        else if (!ActiveFollower && FollowEnemy)
        {
            FollowTimer -= Time.deltaTime;
        }
    }
Example #4
0
 /// <summary>
 /// Add an enemy to the list of active enemies.
 /// </summary>
 /// <param name="_Enemy">Instance of the spawned enemy.</param>
 public void AddEnemy(IsoObject _Enemy)
 {
     EnemySpawn.Play();
     Characters.Add(_Enemy);
 }