public void init(int levelId) { EventControl.levelComplete += destroy; EventControl.levelFail += destroy; enemyWorker = GetComponent<LevelEnemyWorker>(); teamWorker = GetComponent<LevelTeamWorker>(); enemyWorker.init(this,levelId); teamWorker.init(this); }
public void init(int levelId) { EventControl.levelComplete += destroy; EventControl.levelFail += destroy; enemyWorker = GetComponent <LevelEnemyWorker>(); teamWorker = GetComponent <LevelTeamWorker>(); enemyWorker.init(this, levelId); teamWorker.init(this); }
public void init(LevelEnemyWorker enemyControl, SpawnWave wave, Transform moveFinalTarget) { //Debug.Log ("WaveController::init time="+wave.time); this.moveFinalTarget = moveFinalTarget; _wave = wave; _enemyControl = enemyControl; leftSpawnUnits = 0; for (int i=0; i<_wave.units.Length; i++) { leftSpawnUnits+=_wave.units[i].count; } if (_wave.time == 0) { startWave (_wave); } else { StartCoroutine(initSpawnWave(_wave)); } }
private int leftSpawnUnits = 0; //Сколько юнитов еще осталось заспаунить public void init(LevelEnemyWorker enemyControl, SpawnWave wave, Transform moveFinalTarget) { //Debug.Log ("WaveController::init time="+wave.time); this.moveFinalTarget = moveFinalTarget; _wave = wave; _enemyControl = enemyControl; leftSpawnUnits = 0; for (int i = 0; i < _wave.units.Length; i++) { leftSpawnUnits += _wave.units[i].count; } if (_wave.time == 0) { startWave(_wave); } else { StartCoroutine(initSpawnWave(_wave)); } }