/// <summary> /// Creates an enemy based on the enemytype input /// </summary> /// <param name="_enemyType">The type of the enemy</param> public void CreateNewEnemy(EnemyType _enemyType) { GameObject _newEnemy = Instantiate(enemy[(int)_enemyType], spawnPoint.position, spawnPoint.rotation) as GameObject; EnemyScript ES = _newEnemy.GetComponent <EnemyScript> (); ES.ES = this; ES.speed = GamePropertiesScript.GetEnemySpeed(_enemyType); _newEnemy.transform.localScale = new Vector3(1, 1, 1); _newEnemy.transform.SetParent(Canvas); activeEnemys.Add(_newEnemy); }
// Use this for initialization void Start() { _info = DataPrincess.Load(); isPressing = false; guides = new GameObject[20]; for (int i = 0; i < 20; i++) { guides [i] = Instantiate(marker, ShootPoint.position, Quaternion.identity) as GameObject; guides [i].transform.SetParent(ShootPoint); } DataSender _sender = GameObject.FindObjectOfType <DataSender>(); if (_sender != null) { bullet = _bullets [_sender._bulletType]; _selectedType = _sender._bulletType; } else { bullet = _bullets [0]; } GamePropertiesScript gps = new GamePropertiesScript(); //Assigning properties based on GameProperties script g = gps.gravity; minTime = gps.bulletMinTime; maxTime = gps.bulletMaxTime; minDistance = gps.bulletMinDistance; maxDistance = gps.bulletMaxDistance; MaxCooldown = gps.currentBulletCooldown; if (_info.ally1) { _allies [0].gameObject.SetActive(true); } else { //_allies [0].gameObject.SetActive (false); } if (_info.ally2) { _allies [1].gameObject.SetActive(true); } else { //_allies [1].gameObject.SetActive (false); } if (_info.ally3) { _allies [2].gameObject.SetActive(true); } else { //_allies [2].gameObject.SetActive (false); } switch (_selectedType) { case 0: MaxCooldown -= _info.NormalBulletCooldown * 0.1f; break; case 1: MaxCooldown -= _info.FireBulletCooldown * 0.1f; break; case 2: MaxCooldown -= _info.IceBulletCooldown * 0.1f; break; case 3: MaxCooldown -= _info.BombBulletCooldown * 0.1f; break; } maxHealth = gps.currentPlayerMaxHP + (_info.PlayerHP * 10) - 10; _health = maxHealth; x1 = -gps.bulletMinDistance; target.gameObject.SetActive(false); }