// If spawning is active, then do spawn count until it reaches zero void Spawn_enemy() { if (!spawning_enemies) { return; } // create enemy with the given parameters if (spawn_delay_time <= 0) { flying_enemy_clone = Instantiate(flyingEnemy, transform.position, transform.rotation) as GameObject; if (flying_enemy_clone.GetComponent <flying_enemy_straight>() != null) { flying_enemy_straight fesObj = flying_enemy_clone.GetComponent <flying_enemy_straight>(); fesObj.speed = launchSpeed; flying_enemy_clone.transform.rotation.Set(0, 0, launchAngle, 0); fesObj.driver_player = GameObject.FindWithTag("Driver").transform; } else if (flying_enemy_clone.GetComponent <flying_enemy_straight1>() != null) { flying_enemy_straight1 fesObj = flying_enemy_clone.GetComponent <flying_enemy_straight1>(); fesObj.speed = launchSpeed; flying_enemy_clone.transform.rotation.Set(0, 0, launchAngle, 0); fesObj.driver_player = GameObject.FindWithTag("Driver").transform; } spawn_count--; if (spawn_count <= 0) { spawning_enemies = false; launch_wait_time = launchDelay; } else { spawn_delay_time = spawnDelay; } } }
// Use this for initialization void Start() { shootingEnemy = gameObject.GetComponentInParent <flying_enemy_straight1>(); }