void Start() { _IsAwake = true; M_hurt = 10f; MonsterWeak.Add(1, 3); v_animator = this.GetComponent <Animator> (); M_Health = 50; }
// Start is called before the first frame update void Start() { enemy = new MonsterWeak[maxSpawn]; //enemy[0] = fe; for (int i = 0; i < maxSpawn; ++i) { if (enemy[i] == null || enemy[i].gameObject == null) { MonsterWeak newEnemy = Instantiate(fe); newEnemy.gameObject.SetActive(true); newEnemy.transform.position = new Vector3(this.transform.position.x + Random.Range(-1f, 1f), 1, this.transform.position.z + Random.Range(-1f, 1f)); enemy[i] = newEnemy; } } fe.gameObject.SetActive(false); }
//void SpawnEnemy() //{ // EnemyController e = Instantiate(fe); // e.gameObject.transform.position = new Vector3(this.transform.position.x + Random.Range(-1f, 1f), 0, this.transform.position.z + Random.Range(-1f, 1f)); // e.gameObject.SetActive(true); // enemy[enemy.Length-1] = e; //} void updateEnemy() { for (int i = 0; i < maxSpawn; ++i) { if (enemy[i] == null || enemy[i].gameObject == null) { MonsterWeak newEnemy = Instantiate(fe); newEnemy.gameObject.SetActive(true); newEnemy.transform.position = new Vector3(this.transform.position.x + Random.Range(-1f, 1f), 1, this.transform.position.z + Random.Range(-1f, 1f)); enemy[i] = newEnemy; //break; } else if (enemy[i].GetHP() <= 0) { deadCount++; print(deadCount); Destroy(enemy[i].gameObject); enemy[i] = null; //break; } } }