private void InstantiateMonsters()
    {
        GameObject obj = (GameObject)Instantiate(kingMonster);

//		Invoke ("InstantiateKingMonster", kingMonsterAppear);
        SoldierPosition[] soldier1Pos = new SoldierPosition[] {
            new SoldierPosition(new Vector3(-7.262046f, -3.47f, -3.735428f), new Vector2(-10.8f, 10.8f)),
            new SoldierPosition(new Vector3(-0.23f, 0.21f, -3.735428f), new Vector2(-10.8f, 10.8f)),
            new SoldierPosition(new Vector3(5.01f, 4.63f, -3.96f), new Vector2(-10.8f, 10.8f))
        };
        SoldierPosition[] soldier2Pos = new SoldierPosition[] {
            new SoldierPosition(new Vector3(-13.09f, -0.64f, -5.01f), new Vector2(-13f, 10f)),
            new SoldierPosition(new Vector3(-2.56f, 3.68f, -5.01f), new Vector2(-13f, 13f)),
            new SoldierPosition(new Vector3(-6.7f, 8.12f, -5.01f), new Vector2(-13f, 0f))
        };
        int level      = sceneManager.GetLevel();
        int difficulty = sceneManager.getDifficulty();

        print(level);
        for (int i = 0; i < difficulty + 1; i++)
        {
            GameObject newMonster = new GameObject();
            if (level == 1)
            {
                newMonster = (GameObject)Instantiate(soldierMonster, soldier1Pos [i].instPos, soldierMonster.transform.rotation);
            }
            else if (level == 2)
            {
                newMonster = (GameObject)Instantiate(soldierMonster, soldier2Pos [i].instPos, soldierMonster.transform.rotation);
            }
        }
        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("KingMonster"));
        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("SoldierMonster"));
    }
Example #2
0
    private void InstantiateMonsters()
    {
        Invoke("InstantiateKingMonster", kingMonsterAppear);
        SoldierPosition[] soldier1Pos = new SoldierPosition[] {
            new SoldierPosition(new Vector3(-7.262046f, -3.47f, -3.735428f), new Vector2(-10.8f, 10.8f)),
            new SoldierPosition(new Vector3(-0.23f, 0.21f, -3.735428f), new Vector2(-10.8f, 10.8f)),
            new SoldierPosition(new Vector3(5.01f, 4.63f, -3.96f), new Vector2(-10.8f, 10.8f))
        };
        SoldierPosition[] soldier2Pos = new SoldierPosition[] {
            new SoldierPosition(new Vector3(-13.09f, -0.64f, -4.01f), new Vector2(-13f, 10f)),
            new SoldierPosition(new Vector3(-2.56f, 3.68f, -4.01f), new Vector2(-13f, 12f)),
            new SoldierPosition(new Vector3(-6.7f, 8.12f, -4.01f), new Vector2(-13f, 0f))
        };
        int level      = sceneManager.GetLevel();
        int difficulty = sceneManager.getDifficulty();

        for (int i = 0; i < difficulty + 1; i++)
        {
            GameObject newMonster = new GameObject();
            if (level == 1)
            {
                newMonster = (GameObject)Instantiate(soldierMonster, soldier1Pos [i].instPos, soldierMonster.transform.rotation);
                newMonster.GetComponentInChildren <AIInformation> ().floor = i + 1;
                newMonster.GetComponentInChildren <SoldierProperties>().InitiateValues(soldier1Pos[i].bound.x, soldier1Pos[i].bound.y, soldier1Pos[i].instPos.y, soldier1Pos[i].instPos.z);
                //StartCoroutine(newMonster.GetComponent<SoldierProperties>().InitiateValues(soldier1Pos[i].bound.x, soldier1Pos[i].bound.y));
                //newMonster.GetComponent<SoldierProperties> ().leftBound = soldier1Pos [i].bound.x;
                //newMonster.GetComponent<SoldierProperties> ().rightBound = soldier1Pos [i].bound.y;
                //newMonster.GetComponent<SoldierProperties> ().heading = newMonster.GetComponent<SoldierProperties> ().rightBound;
            }
            else if (level == 2)
            {
                newMonster = (GameObject)Instantiate(soldierMonster, soldier2Pos [i].instPos, soldierMonster.transform.rotation);
                newMonster.GetComponentInChildren <AIInformation>().floor = i + 1;
                //StartCoroutine(newMonster.GetComponent<SoldierProperties>().InitiateValues(soldier2Pos[i].bound.x, soldier2Pos[i].bound.y));
                newMonster.GetComponentInChildren <SoldierProperties>().InitiateValues(soldier2Pos[i].bound.x, soldier2Pos[i].bound.y, soldier2Pos[i].instPos.y, soldier2Pos[i].instPos.z);
                //newMonster.GetComponent<SoldierProperties> ().leftBound = soldier2Pos [i].bound.x;
                //newMonster.GetComponent<SoldierProperties> ().rightBound = soldier2Pos [i].bound.y;
                //newMonster.GetComponent<SoldierProperties> ().heading = newMonster.GetComponent<SoldierProperties> ().rightBound;
            }
        }
        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("KingMonster"), false);
        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("SoldierMonster"), false);
    }