private void Spawn(EnemyType type) { GameObject en = Random.value <= 0.5f ? Instantiate(currentEnemyType, spawnPositionLeft, this.transform.rotation, this.transform): Instantiate(currentEnemyType, spawnPositionRight, this.transform.rotation, this.transform); float movementDifficulty = baseMovementSpeed + 0.3f * currentDifficulty; if (type == EnemyType.Boss) { BossEnemy be = en.AddComponent <BossEnemy>(); be.SetValues(5, baseMovementSpeed); be.SetChargePosition(chargePositionL, chargePositionR); } else if (type == EnemyType.Smart) { SmartEnemy se = en.AddComponent <SmartEnemy>(); se.SetValues(3, GaussianRandom(movementDifficulty, 0.90f)); se.SetColor(smartEnemyColor); } else { MinionEnemy me = en.AddComponent <MinionEnemy>(); me.SetValues(1, GaussianRandom(movementDifficulty, 0.90f)); } }
void Start() { fighter = GetComponentInParent <Fighter> (); minionEnemy = GetComponentInParent <MinionEnemy> (); }