Example #1
0
    private void CreateEnemy()
    {
        float x, z;
        float random = Random.Range(2.0f, 6.0f);

        x = Random.Range(30.0f, -40.0f);
        z = 45.0f;

        if (random >= 2.0f && random <= 3.1f)
        {
            Enemy_basic enemy3 = Instantiate(enemyPrefab1, new Vector3(x, 0.5f, z), Quaternion.identity);
        }
        else if (random > 3.1f && random <= 4.2f)
        {
            Enemy_tracker enemy4 = Instantiate(enemyPrefab2, new Vector3(x, 0.5f, z), Quaternion.identity);
        }
        else if (random > 4.2f && random <= 4.9f)
        {
            Enemy_sky enemy5 = Instantiate(enemyPrefab3, new Vector3(x, 2.8f, z), Quaternion.identity);
        }
        else if (random > 4.9f && random <= 6.0f)
        {
            Enemy_ranged enemy6 = Instantiate(enemyPrefab4, new Vector3(x, 0.5f, z), Quaternion.identity);
        }
    }
Example #2
0
    private void CreateEnemy()
    {
        float     x, z;
        Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
        int       random     = (int)Random.Range(2, level);

        x = Random.Range(mapSize, -mapSize);
        z = Random.Range(1.0f, -1.0f);
        if (z > 0)
        {
            z = 1.0f;
        }
        else
        {
            z = -1.0f;
        }

        if (random == 2)
        {
            Enemy_basic enemy3 = Instantiate(enemyPrefab1, new Vector3(x, 0.5f, z * Mathf.Sqrt(Mathf.Pow(mapSize, 2.0f) - Mathf.Pow(x, 2.0f))), Quaternion.identity);
        }
        else if (random == 3)
        {
            Enemy_tracker enemy4 = Instantiate(enemyPrefab2, spawnPoint.position, Quaternion.identity);
        }
        else if (random == 4)
        {
            var skySpawn = spawnPoint.position;
            skySpawn.y = 2.8f;
            Enemy_sky enemy5 = Instantiate(enemyPrefab3, new Vector3(x, 2.8f, z * Mathf.Sqrt(Mathf.Pow(mapSize, 2.0f) - Mathf.Pow(x, 2.0f))), Quaternion.identity);
        }
        else if (random == 5)
        {
            Enemy_ranged enemy6 = Instantiate(enemyPrefab4, new Vector3(x, 0.5f, z * Mathf.Sqrt(Mathf.Pow(mapSize, 2.0f) - Mathf.Pow(x, 2.0f))), Quaternion.identity);
        }
    }