// Start is called before the first frame update void Start() { if (Player == null) { Player = GameObject.FindGameObjectWithTag("Player"); } m_SpawnPickup = this.gameObject.GetComponent <SpawnPickup>(); rb = this.gameObject.GetComponent <Rigidbody2D>(); Enemy = this.gameObject; }
//private float Deathtimer = 100f; // Start is called before the first frame update void Start() { if (Player == null) { Player = GameObject.FindGameObjectWithTag("Player"); } if (Bullet == null) { Bullet = (GameObject)Resources.Load("Prefabs/Bullet") as GameObject; } fireProj = this.gameObject.GetComponent <FireProjectile>(); fireProj.SetProjectile(Bullet); m_SpawnPickup = this.gameObject.GetComponent <SpawnPickup>(); Enemy = this.gameObject; }
// Start is called before the first frame update void Start() { SpriteRender = GetComponent <SpriteRenderer>(); if (SpriteRender.sprite == null) { SpriteRender.sprite = Head; } if (Player == null) { Player = GameObject.FindGameObjectWithTag("Player"); } m_SpawnPickup = this.gameObject.GetComponent <SpawnPickup>(); rb = this.gameObject.GetComponent <Rigidbody2D>(); Enemy = this.gameObject; }
IEnumerator SpawnWave() { wave++; foreach (Transform t in pickupSpawners) { SpawnPickup spawner = (SpawnPickup)t.GetComponent <SpawnPickup>(); spawner.SpawnAPickup(); } for (int i = 0; i < wave; i++) { foreach (Transform t in spawnPoints) { SpawnRandom(t); numEnemiesThisWave++; } yield return(new WaitForSeconds(5.0f)); } }