void SpawnEnemy(SpawnEnemyType enemyType) { Vector3 pos = gameObject.transform.position; Quaternion rot = gameObject.transform.rotation; Instantiate(enemyTypes[(int)enemyType], pos, rot); GameManager.instance.currentEnemyNumber++; }
void SpawnEnemy(SpawnEnemyType enemyType) { Vector3 pos = gameObject.transform.position; Quaternion rot = gameObject.transform.rotation; if (enemyType == SpawnEnemyType.Random) { Instantiate(enemyTypes[Random.Range(0, enemyTypes.Length)], pos, Quaternion.identity); } else { Instantiate(enemyTypes[(int)enemyType], pos, Quaternion.identity); } }
void SpawnEnemy(SpawnEnemyType enemyType) { if (enemyType == SpawnEnemyType.Random) { Vector3 pos = gameObject.transform.position; Quaternion rot = gameObject.transform.rotation; Instantiate(_gm.enemyTypes[Random.Range(0, 2)], pos, rot); _gm.enemyCount++; //enemyWavesPhase.enemyCount++; } else { Vector3 pos = gameObject.transform.position; Quaternion rot = gameObject.transform.rotation; Instantiate(_gm.enemyTypes[(int)enemyType], pos, rot); _gm.enemyCount++; //enemyWavesPhase.enemyCount++; } _gm.totalEnemies--; //enemyWavesPhase.totalEnemies--; }