// Use this for initialization void Start() { var spawnPointCount = waveConfiguration.GetWaypoints().Count; if (!waveConfiguration.GetRandomSpawn() && spawnPointCount == 0) { bool isRandomSpawnOn = waveConfiguration.GetRandomSpawn(); isRandomSpawnOn = true; } else { spawnPoints = waveConfiguration.GetWaypoints(); } }
private IEnumerator SpawnAllBEATzInWave(WaveConfiguration waveConfig) { // For each number of BEATz that we will spawn in the scene, we will increment the BEAT count by 1. for (int BEATCount = 0; BEATCount < waveConfig.GetSpawnNumber(); BEATCount++) { // Local Variables // 1.) The BEAT that we will be spawning var BEAT = waveConfig.GetBEATPrefab(); // 2.) The BEAT position on spawn var BEATPosition = waveConfig.GetWaypoints()[0].transform.position; // 3.) Spawn BEAT var newBEAT = Instantiate(BEAT, BEATPosition, Quaternion.identity); // 4.) The starting time of a spawn pattern. int startingSpawnDuration = 0; // 5.) The duration time of spawning BEATz float endingSpawnDuration = waveConfig.GetSpawnDuration(); SpawnBEATz(waveConfig, BEAT, newBEAT); // Wait before spawning another BEAT. yield return(new WaitForSeconds(waveConfig.GetSpawnRate())); BEATCount = SpawnAnotherBEAT(waveConfig, BEATCount, startingSpawnDuration, endingSpawnDuration); // If delay is ON, then wait a second. if (waveConfig.GetDelay() && endingSpawnDuration == startingSpawnDuration) { yield return(new WaitForSeconds(waveConfig.GetDelayInterval())); } } }
void Start() { #region Get Waypoints Positions From waveConfig set in EnemySpawner.cs then set enemy position to first index wayPointsTransformList = waveConfig.GetWaypoints(); transform.position = wayPointsTransformList[wayPointIndex].position; #endregion }
private void SpawnEnemy(WaveConfiguration waveConfiguration) { List <Transform> waypoints = waveConfiguration.GetWaypoints(); GameObject enemy = Instantiate(waveConfiguration.GetEnemyPrefab(), waypoints[1].position, Quaternion.identity); EnemyPathing enemyController = enemy.GetComponent <EnemyPathing>(); enemyController.SetWaypoints(waypoints); enemyController.SetMovementSpeed(waveConfiguration.GetMovementSpeed()); }
private IEnumerator SpawnAllEnemies(WaveConfiguration waveConfig) /* coroutine * that spawns enemies in a wave configuration */ { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfiguration(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnTime())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfiguration waveConfiguration) { for (int enemyCount = 0; enemyCount < waveConfiguration.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfiguration.GetEnemyPrefab(), waveConfiguration.GetWaypoints()[0].transform.position, Quaternion.identity ); newEnemy.GetComponent <EnemyPathing>().SetWaveConfiguration(waveConfiguration); yield return(new WaitForSeconds(waveConfiguration.GetSpawnIntervalTime())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfiguration waveConfig) { for (int enemyCounter = 0; enemyCounter < waveConfig.getNumberOfEnemies(); enemyCounter++) { GameObject SpawnedEnemy = Instantiate(waveConfig.GetEnemyPrefab() as GameObject, waveConfig.GetWaypoints()[0].position, Quaternion.identity); SpawnedEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.getTimeBetweenSpawns())); } }
// Start is called before the first frame update void Start() { waypoints = waveConfiguration.GetWaypoints(); transform.position = waypoints[waypointIndex].transform.position; }
// Start is called before the first frame update void Start() { waypoints = waveConfig.GetWaypoints(); transform.position = waypoints[waypointIndex].position; /* sets position of enemy to 1st waypoint */ }