void Spawn() { if (posEmpty[0] == null) { GameObject instance = Instantiate(Resources.Load("ClusterUnit", typeof(GameObject))) as GameObject; instance.transform.position = new Vector2(this.transform.position.x, this.transform.position.y); ClusterUnit e = instance.GetComponent <ClusterUnit>(); e.speed = this.speed; e.cluster = this; GivePosition(e); } }
void GivePosition(ClusterUnit Unit) { for (var i = 1; i < 7; i++) { if (posEmpty[i] == null) { posEmpty[0] = null; posEmpty[i] = Unit; Unit.pos = i; return; } } posEmpty[0] = Unit; Unit.pos = 0; }
void SwitchAllPositions() { posEmpty = new Enemy[7] { posEmpty[0], posEmpty[6], posEmpty[1], posEmpty[2], posEmpty[3], posEmpty[4], posEmpty[5] }; for (var i = 0; i < 7; i++) { if (posEmpty[i] != null) { ClusterUnit e = posEmpty[i].GetComponent <ClusterUnit>(); e.pos = i; } } switchTime = realSwitchTime; }
public void CheckIfDead(ClusterUnit unit) { posEmpty[unit.pos] = null; if (posEmpty[0] != null) { ClusterUnit e = posEmpty[0].GetComponent <ClusterUnit>(); GivePosition(e); } for (var i = 0; i < 7; i++) { if (posEmpty[i] != null) { return; } } for (int i = 0; i < 7; i++) { Game.AddParticle("LightningParticle", transform.position.x + Random.Range(-0.5f, .5f), transform.position.y + Random.Range(-.5f, .5f)); } Destroy(this.gameObject); }
// Use this for initialization void Start() { Animator anim = transform.FindChild("Wing1").GetComponent <Animator>(); anim.speed = Random.Range(0.8f, 1.2f); anim = transform.FindChild("Wing2").GetComponent <Animator>(); anim.speed = Random.Range(0.8f, 1.2f); anim = transform.FindChild("Wing3").GetComponent <Animator>(); anim.speed = Random.Range(0.8f, 1.2f); pos = new Vector2[7]; posEmpty = new Enemy[7]; spawnTime = realSpawnTime; switchTime = realSwitchTime; for (int i = 0; i < 7; i++) { GameObject instance = Instantiate(Resources.Load("ClusterUnit", typeof(GameObject))) as GameObject; instance.transform.position = new Vector2(this.transform.position.x, this.transform.position.y); ClusterUnit e = instance.GetComponent <ClusterUnit>(); e.speed = this.speed; e.cluster = this; GivePosition(e); } }