// Update is called once per frame void Update() { //spawn enemies in second phase: if (!firstphase) { currentEnemySpawnTime -= Time.deltaTime; if (currentEnemySpawnTime <= 0) { currentEnemySpawnTime = enemySpawnTime; enemySpawnController.SpawnAtRandomLocation(0); enemySpawnController.SpawnAtRandomLocation(1); } } if (isVulnerable && wizardHealth == maxHealth) { HUDWarning.SetActive(true); } else { HUDWarning.SetActive(false); } // if(Input.GetKeyDown(KeyCode.Q)) // { // ChangePhase(); // } if (wizardHealth < maxHealth) { if (wizardHealth < 0f) { wizardHealth = 0f; } if (NormalFaceSprite != null && AngerFaceSprite != null) { float healthPercentage = wizardHealth / maxHealth; NormalFaceSprite.color = new Color(1f, healthPercentage, healthPercentage); AngerFaceSprite.color = new Color(1f, healthPercentage, healthPercentage); } } }
public void SpawnWave(int level) { for (int i = 0; i < spawnList[level, 0]; i++) { spawnController.SpawnAtRandomLocation(0); } for (int i = 0; i < spawnList[level, 1]; i++) { spawnController.SpawnAtRandomLocation(1); } if (spawnList[level, 2] == 1) { //Senator Swill spawnController.SpawnBoss(EnemySpawnController.FIRST_BOSS_INDEX); } else if (spawnList[level, 2] == 2) { //Waste Wizard boss mode // Debug.Log("START BOSS"); // spawnController.FinalBossActivate(); } }