Exemple #1
0
	void ChangeEnemyType()
	{
		System.Random prng = new System.Random ();
		int enemyTypeRange = prng.Next(0, 100);

		//Debug.Log (string.Format("<color=cyan>Chance: {0}</color>", enemyTypeRange));

		if(enemyTypeRange > 90f && enemyTypeRange < 100f)
		{
			CurrentEnemyType = EnemiesTypes.Ghost;
		}
		else if(enemyTypeRange > 66f && enemyTypeRange <= 90f)
		{
			CurrentEnemyType = EnemiesTypes.PumpkinTall;
		}
		else
		{
			CurrentEnemyType = EnemiesTypes.Pumpkin;
		}

		switch(CurrentEnemyType)
		{
				case EnemiesTypes.Pumpkin:
				
				enemyMeshFilter.mesh = EnemiesVisualList [0].EnemyMesh;
				enemyMeshRenderer.material = EnemiesVisualList [0].EnemyMaterial;
				enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[0].EnemyTexture);

				EnemyColor = new Color(1f, 0.5f, 0.25f);
			break;

			case EnemiesTypes.PumpkinTall:

				enemyMeshFilter.mesh = EnemiesVisualList [1].EnemyMesh;
				enemyMeshRenderer.material = EnemiesVisualList [1].EnemyMaterial;
				enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[1].EnemyTexture);

				EnemyColor = new Color(1f, 0.5f, 0.25f);
			break;

			case EnemiesTypes.Ghost:
				enemyMeshFilter.mesh = EnemiesVisualList [2].EnemyMesh;
				enemyMeshRenderer.material = EnemiesVisualList [2].EnemyMaterial;
				enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[2].EnemyTexture);
			break;

			default:

				enemyMeshFilter.mesh = EnemiesVisualList [0].EnemyMesh;
				enemyMeshRenderer.material = EnemiesVisualList [0].EnemyMaterial;
				enemyMeshRenderer.material.SetTexture("_MainTex", EnemiesVisualList[0].EnemyTexture);

				EnemyColor = new Color(1f, 0.5f, 0.25f);
			break;
		}
	}