public void ResetLevelSpawners(Spawner.Type spawnerType, bool delayFade = false) { for (int i = levelSpawners.Count - 1; i >= 0; i--) { if (spawnerType == Spawner.Type.All || levelSpawners[i].spawnerType == spawnerType) { levelSpawners[i].Reset(delayFade); } } }
/* public void SpawnFromAll(Spawner.Type spawnerType, Vector2 direction, int spawnIndex) * { * for(int i = 0; i < levelSpawners.Count; i++) * { * if(levelSpawners[i].spawnerType == spawnerType && levelSpawners[i].spawnDirection == direction) * { * levelSpawners[i].CycleThroughMovementsAndSpawn(spawnIndex); * } * } * }*/ public void ActivateLevelSpawners(Spawner.Type type) { Debug.Log("Activate Scenery " + type); for (int i = 0; i < levelSpawners.Count; i++) { if (levelSpawners[i].spawnerType == type) { levelSpawners[i].Activate(); //Debug.Log(levelSpawners[i].name + "Activated"); } } }