// Use this for initialization void Start() { if (enemySpawn) { enemySpawnScript = enemySpawn.GetComponent <Enemy_spawn>(); } }
// Use this for initialization void Start() { spawnScript = transform.GetComponent<Enemy_spawn>(); for (int i=0; i<wave.Count; i++){ spawnScript.AddWave(wave[i]); } for(int i=0; i<100; i++){ spawnScript.AddWave(Random.Range(0,22)); } spawnScript.AddWave (23); }
// Use this for initialization void Start() { spawnScript = transform.GetComponent <Enemy_spawn>(); for (int i = 0; i < wave.Count; i++) { spawnScript.AddWave(wave[i]); } for (int i = 0; i < 100; i++) { spawnScript.AddWave(Random.Range(0, 22)); } spawnScript.AddWave(23); }
// Update is called once per frame void Update() { if (!enemySpawnScript){ if (enemySpawn){ enemySpawnScript = enemySpawn.GetComponent<Enemy_spawn>(); } } if (enemySpawnScript){ offset -= enemySpawnScript.max_speed/60*Time.deltaTime+(enemySpawnScript.max_speed-2)*3; } else{ offset -= 4.0f/60*Time.deltaTime; } renderer.material.SetTextureOffset("_MainTex", new Vector2(0,offset)); }
// Update is called once per frame void Update() { if (!enemySpawnScript) { if (enemySpawn) { enemySpawnScript = enemySpawn.GetComponent <Enemy_spawn>(); } } if (enemySpawnScript) { offset -= enemySpawnScript.max_speed / 60 * Time.deltaTime + (enemySpawnScript.max_speed - 2) * 3; } else { offset -= 4.0f / 60 * Time.deltaTime; } renderer.material.SetTextureOffset("_MainTex", new Vector2(0, offset)); }
// Use this for initialization void Start() { if (enemySpawn) enemySpawnScript = enemySpawn.GetComponent<Enemy_spawn>(); }
void Start() { spawnTimer = 0; enemySpawnScript = transform.GetComponent<Enemy_spawn>(); }
void Start() { spawnTimer = 0; enemySpawnScript = transform.GetComponent <Enemy_spawn>(); }