private void Start() { gameManager = GetComponent <GameManager>(); mapReaderMono = GetComponent <MapReaderMono>(); mapReader = new MapReader(); enemies = new List <string>(); enemies = mapReader.ReadEnemyWaves(mapReaderMono.TxtFile); path = GetComponent <Pathfinding>(); list = path.WorldPos; if (m_smallEnemyPrefab != null) { smallEnemyPool = new GameObjectPool(10, m_smallEnemyPrefab); } if (m_bigEnemyPrefab != null) { bigEnemyPool = new GameObjectPool(10, m_bigEnemyPrefab); } gameManager.GetMaxWave(enemies.Count); StartCoroutine("ReadInEnemies"); }
private void Start() { m_EnemyCounter = FindObjectOfType <EnemyCounter>(); m_MapReaderMono = GetComponent <MapReaderMono>(); m_MainCamera = Camera.main; m_CameraMove = m_MainCamera.GetComponent <CameraMove>(); GenerateMap(); m_EnemyCounter.EnemyWaves = Mathf.RoundToInt(m_MapData.EnemyWaves.Count * 0.5f); m_EnemyCounter.StandardEnemies = m_MapData.EnemyWaves.Dequeue(); m_EnemyCounter.BigEnemies = m_MapData.EnemyWaves.Dequeue(); m_EnemyCounter.EnemyReinforcements = m_EnemyCounter.StandardEnemies + m_EnemyCounter.BigEnemies; }
private void Start() { m_Path = GetComponent <Pathfinding>(); m_Mono = GetComponent <MapReaderMono>(); m_List = m_Path.WorldPos; if (m_SmallEnemyPrefab != null) { m_SmallEnemyPool = new GameObjectPool(10, m_SmallEnemyPrefab); } if (m_BigEnemyPrefab != null) { m_BigEnemyPool = new GameObjectPool(10, m_BigEnemyPrefab); } m_ResetIntervall = m_SpawnIntervall; }
private void Start() { m_MapMono = GetComponent <MapReaderMono>(); GetPath(); }
//public MapReaderMono mapMono => m_MapMono; private void Start() { mapMono = GetComponent <MapReaderMono>(); CalculatePath(); }