//enemy dies and reports back void die() { alive = false; Network.Destroy(this.gameObject); Network.RemoveRPCs(networkView.viewID); WaveControllerScript wcs = GameObject.Find("WaveController(Clone)").GetComponent("WaveControllerScript") as WaveControllerScript; wcs.EnemyKilled(); }
/* * Spawning enemies with the get method getHowManyEnemies(). * Using a coroutine that waits a given number of seconds, getSpawnInterval(), before executing again. * Quaternion.identity basically means just use the starting rotation, nothing being manipulated. */ private IEnumerator SpawnEntireWave(WaveControllerScript p_waveControllerScript) { for (int i = 0; i < p_waveControllerScript.getHowManyEnemies(); i++) { var local_spawnNewEnemy = Instantiate(p_waveControllerScript.GetEnemy(), p_waveControllerScript.getAllPassages()[0].transform.position, Quaternion.identity); local_spawnNewEnemy.GetComponent <EnemyPathway>().SetWaveController(p_waveControllerScript); yield return(new WaitForSeconds(p_waveControllerScript.getSpawnInterval())); } }
//enemy dies and reports back void die() { alive = false; WaveControllerScript wcs = GameObject.Find("WaveController(Clone)").GetComponent("WaveControllerScript") as WaveControllerScript; wcs.EnemyKilled(); Network.Instantiate(explosion, transform.position, Quaternion.identity, 0); Network.RemoveRPCs(networkView.viewID); Network.RemoveRPCs(transform.parent.transform.networkView.viewID); Network.Destroy(transform.parent.gameObject); }
void die() { alive = false; //tell wave controller the objective died WaveControllerScript wcs = GameObject.Find("WaveController(Clone)").GetComponent("WaveControllerScript") as WaveControllerScript; wcs.ObjectiveDied(); Network.Instantiate(explosion, transform.position, Quaternion.identity, 0); Network.Destroy(this.gameObject); Network.RemoveRPCs(networkView.viewID); }
// Start is called before the first frame update void Start() { interpolationStart = Time.time; LevelData = GetComponent <LevelDataScript>(); waveController = GetComponent <WaveControllerScript>(); progressBar = FindObjectOfType <ProgressBar>(); LevelData = GetComponent <LevelDataScript>(); waveController = GetComponent <WaveControllerScript>(); progressBar = FindObjectOfType <ProgressBar>(); bgm = FindObjectOfType <Ingame_BGM>(); threshold = progressBar.checkPoint2; timerBar.fillAmount = 0; }
public void SetWaveController(WaveControllerScript p_waveControllerScript) { field_waveControllerScript = p_waveControllerScript; }