private void SpawnEnemy(EnemyScript.EnemyManeuver type) { EnemyScript.EnemyManeuver _type = type; GameObject spawnPrefab; int value = UnityEngine.Random.Range(0, spawned); //Debug.Log (new Vector3(value).ToString ()); if (value - friendAmount < 0) { spawnPrefab = Friend; friendAmount--; //Debug.Log (friendAmount); } else if (value - friendAmount - armoredAmount < 0) { spawnPrefab = Armored; armoredAmount--; } else if (value - friendAmount - armoredAmount - armedAmount < 0) { spawnPrefab = Armed; armedAmount--; _type = EnemyScript.EnemyManeuver.Static; } else { spawnPrefab = Enemy; } timeToSpawn = SpawnTime; GameObject _enemy = Instantiate(spawnPrefab, new Vector3(UnityEngine.Random.Range(-SpawnEnemyBorder, SpawnEnemyBorder), 0, SpawnHeight), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject; _enemy.GetComponent <EnemyScript> ().setType(_type); }
// Use this for initialization void Start() { speed *= LevelManagerScript.currentLevel.gunSpeedModifier; bulletSpeed *= LevelManagerScript.currentLevel.bulletSpeedModifier; artilleryBulletSpeed = 0.0f; fireRate *= LevelManagerScript.currentLevel.gunReloadModifier; health = fullHealth; healthBar.GetComponent <ProgressBar.ProgressRadialBehaviour> ().SetFillerSize(health / fullHealth); nextFire = 0; enemyType = LevelManagerScript.currentLevel.enemyType; }
/*void OnCollisionEnter(Collision other){ * if (other.gameObject.tag == "wall"){ * Debug.Log ("wall-in"); * } * }*/ void Start() { SoundManager.instance.PlayEffect(shotEffect); enemyType = LevelManagerScript.currentLevel.enemyType; isArtilleryModOn = LevelManagerScript.currentLevel.isArtilleryModeOn; if (isArtilleryModOn) { bulletTrace = GetComponent <TrailRenderer> (); bulletBody = GetComponent <Rigidbody> (); maxTraceLength = bulletTrace.time * 1.5f; } }
public Level(Level other) { number = other.number; stars = other.stars; locked = other.locked; gunSpeedModifier = other.gunSpeedModifier; gunReloadModifier = other.gunReloadModifier; bulletSpeedModifier = other.bulletSpeedModifier; enemySpeed = other.enemySpeed; enemySize = other.enemySize; enemyType = other.enemyType; spawnRate = other.spawnRate; friendSpawnChance = other.friendSpawnChance; armoredSpawnChance = other.armoredSpawnChance; armedSpawnChance = other.armedSpawnChance; onButtonClicked = other.onButtonClicked; }