private void PhaseRain() { if (_frame == 1) { Behaviour01 enemy = Instantiate(_enemyLargeRain); enemy.Init(new Vector3(165, 470)); _gameManager.Enemies.Add(enemy); } else if (_frame == 700) { Behaviour01 enemy = Instantiate(_enemyLargeRain); enemy.Init(new Vector3(165, 470)); _gameManager.Enemies.Add(enemy); } else if (_frame == 1400) { Behaviour01 enemy = Instantiate(_enemyLargeRain); enemy.Init(new Vector3(165, 470)); _gameManager.Enemies.Add(enemy); } if (_frame >= 120 && _frame % 120 == 0 && _frame <= 1920) { if (_frame % 240 == 0) { Behaviour04 enemy = Instantiate(_enemySmallRipRound); enemy.Init(new Vector3(20, -30), 90, 16); _gameManager.Enemies.Add(enemy); } else { Behaviour04 enemy = Instantiate(_enemySmallRipRound); enemy.Init(new Vector3(310, -30), 90, 0); _gameManager.Enemies.Add(enemy); } } else if (_frame == 2100) { NextPhase(); } }
private void PhaseEdgeSkulls() { if (_frame >= 40 && _frame % 40 == 0 && _frame <= 1000) { if (_frame % 80 == 0) { Behaviour04 enemy = Instantiate(_enemySmallRipRound); enemy.Init(new Vector3(20, -30), 90, 0); _gameManager.Enemies.Add(enemy); } else { Behaviour04 enemy = Instantiate(_enemySmallRipRound); enemy.Init(new Vector3(310, -30), 90, 16); _gameManager.Enemies.Add(enemy); } } if (_frame == 1100) { NextPhase(); } }