}//returns random enemy from current pool private void SpawnEnemy() { var enemyType = GetRandomEnemy(); var pos = GetRandomPos(); if (pos == Vector3.zero) { //Debug.Log("failed to find spawn location for some reason"); } else { DLC_EnemyManager eManage = new DLC_EnemyManager(); eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation); eManage.SetupAI(spawnLocations); spawnCount++; var health = eManage.e_Instance.GetComponentInChildren <AMS_Health_Management>(); if (health != null) { enemiesSpawned.Add(health); } else { Debug.Log("we are spawning enemies with no health component!"); } } }//creates a random enemy at a random location and increments counter
private void SpawnEnemy() { var enemyType = GetRandomEnemy(); var pos = GetRandomPos(); DLC_EnemyManager eManage = new DLC_EnemyManager(); eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation); eManage.SetupAI(spawnLocations); }
void SpawnBoss() { var enemyType = boss; var pos = GetBossPos(); if (bossCounter < 1) { DLC_EnemyManager eManage = new DLC_EnemyManager(); eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation); eManage.SetupAI(spawnLocations); AudioSource audio = GetComponent <AudioSource>(); audio.Play(); } }
}//initializes wave variables used in this script private void SpawnEnemy() { var enemyType = GetRandomEnemy(); var pos = GetRandomPos(); if (pos != Vector3.zero) { DLC_EnemyManager eManage = new DLC_EnemyManager(); eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation); eManage.SetupAI(spawnLocations); var arrow = Instantiate(arrowObj, pos, Quaternion.identity); var arrowScript = arrow.GetComponent <ArrowPointerScript>(); arrowScript.enemyTrans = eManage.e_Instance.transform; spawnCount++; if (careAboutEnemies || currentWave.addEnemyToCareList) { if (enemyType.name != "AI_Enemy" && enemyType.name != "AI_Enemy 1" && enemyType.name != "AI_EnemyRunAndGun" && enemyType.name != "AI_EnemySniper" && enemyType.name != "AI_EnemyWanderAndHit" && enemyType.name != "AI_EnemyWander") { var health = eManage.e_Instance.GetComponentInChildren <AMS_Health_Management>(); if (health != null) { enemiesSpawned.Add(health); } else { Debug.Log("we are spawning enemies with no health component!"); } } else { } //don't want to track these as they lurk } } }//creates a random enemy at a random location and increments counter