private void Shoot() { SpawnPatterns.FillPattern(GlobalTransform, _patternDef, _transforms); for (int i = 0; i < _transforms.Count; ++i) { PointProjectile prj = Main.i.factory.SpawnPointProjectile(); prj.Launch(_transforms[i].origin, -_transforms[i].basis.z, _prjDef, null, Team.Mobs); } }
//private List<DifficultyPool> difficultiesPool = new List<DifficultyPool> (); //private List<int>[] patternMapper = new Dictionary<int,int> (); // Use this for initialization void Start() { working = false; spPat = GetComponent <SpawnPatterns> (); SpawnCycleTime = 5.0f; enemyPrefabs = new List <Object> (); for (int i = 1; i <= 5; ++i) { enemyPrefabs.Add(Resources.Load("Prefabs/EnemyTemplate/Enemy" + i)); } difficulty = startDifficulty; //Load datas from patterns informations }