public void ResetCounter(SkillMeter counter) { for (int i = 0; i < counters.Length; i++) { if (counters[i] == counter) { counterValues[i] = 0; } } }
private IEnumerator SpawnEnemy(Vector2 tempPosition, float randomFloat, int i) { yield return(new WaitForSeconds(.5f)); Debug.Log("Spawning a new Enemy"); GameObject enemy; if (randomFloat < normalizedRarities[0]) { enemy = Instantiate(enemies[0].enemyGameObject, tempPosition, Quaternion.identity); } else if (randomFloat >= normalizedRarities[0] && randomFloat < normalizedRarities[1]) { enemy = Instantiate(enemies[1].enemyGameObject, tempPosition, Quaternion.identity); } else if (randomFloat >= normalizedRarities[1] && randomFloat < normalizedRarities[2]) { enemy = Instantiate(enemies[2].enemyGameObject, tempPosition, Quaternion.identity); } else if (randomFloat >= normalizedRarities[2] && randomFloat < normalizedRarities[3]) { enemy = Instantiate(enemies[3].enemyGameObject, tempPosition, Quaternion.identity); } else if (randomFloat >= normalizedRarities[3] && randomFloat < normalizedRarities[4]) { enemy = Instantiate(enemies[4].enemyGameObject, tempPosition, Quaternion.identity); } else { enemy = Instantiate(enemies[5].enemyGameObject, tempPosition, Quaternion.identity); } enemy.transform.parent = this.transform; enemy.transform.position += this.transform.position; Debug.Log(enemy.name); SpriteRenderer sprite = enemy.GetComponent <SpriteRenderer>(); Transform healthBarTransform = enemy.transform.GetChild(0); Transform indicatorTransform = enemy.transform.GetChild(1); SkillMeter enemyHealthBar = enemy.transform.GetChild(0).gameObject.GetComponent <SkillMeter>(); healthBarTransform.position = new Vector2(enemy.transform.position.x, enemy.transform.position.y - sprite.bounds.extents.y); healthBarTransform.localScale = new Vector3(0.005f, 0.002f, 0.005f); indicatorTransform.position = new Vector2(enemy.transform.position.x, enemy.transform.position.y + sprite.bounds.extents.y + 0.2f); indicatorTransform.localScale = new Vector3(0.1f, 0.1f, 0.1f); if (i == remainingMoves % width) { indicatorTransform.gameObject.GetComponent <SpriteRenderer>().enabled = true; } else { indicatorTransform.gameObject.GetComponent <SpriteRenderer>().enabled = false; } allEnemies[i] = enemy; allIndicators[i] = indicatorTransform; }