private void InstantiateEnemies() { for (int i = 0; i < enemiesOnBoard.Length; i++) { Vector3 position = new Vector3(enemiesOnBoard[i].InitNodePosition.transform.position.x, 1.5f, enemiesOnBoard[i].InitNodePosition.transform.position.z); GameObject enemyObj = Instantiate(enemyPrefab, position, Quaternion.identity); EnemyMoveBehaviour newEnemy = enemyObj.GetComponent <EnemyMoveBehaviour>(); newEnemy.SetCurrentNode(enemiesOnBoard[i].InitNodePosition); newEnemy.SetLookAtNode(enemiesOnBoard[i].LookAtNodePosition); enemies[i] = newEnemy; } }
public virtual void SetMoveMode(BehaviourType?moveType) { switch (moveType) { case BehaviourType.RandomMovement: m_MoveMode = new RandomMovement(this); break; case BehaviourType.SeekDoors: m_MoveMode = new SeekDoors(this); break; default: goto case BehaviourType.RandomMovement; } }