private IEnumerator SpawnMyCharacters() { var myDecks = UIManagerScript.Instance.UI_Lobby._deckManager.list_CurrentDeckCards; for (int i = 0; i < myDecks.Count; i++) { eBattlePosition pos = (eBattlePosition)myDecks[i].UnitIndex; yield return(StartCoroutine(SpawnUnit(myDecks[i].UnitId, dic_AllyspawnPos[pos], TeamType.Ally))); } }
private Transform GetTowerTransform(TeamType team, eBattlePosition posIndex) { StructureTransform SpawnPos = (team == TeamType.Ally) ? AllyDefenseTowerPosition : EnemyDefenseTowerPosition; switch (posIndex) { case eBattlePosition.Left: return(SpawnPos.tr_Left); case eBattlePosition.Right: return(SpawnPos.tr_Right); case eBattlePosition.Center: return(SpawnPos.tr_Center); default: return(null); } }
private IEnumerator SpawnEnemys() { Debug.LogError(CurrentCrowdIndex + " 번 웨이브 생성"); var Currentwave = waveDatas.FindAll(r => r.CrowdIndex == CurrentCrowdIndex); foreach (var item in Currentwave) { eBattlePosition epos = (eBattlePosition)item.PosIndex; if ((UnitType)item.EnemyType == UnitType.DefenseTower) { yield return(StartCoroutine(AddTower(item.EnemyIndex, GetTowerTransform(TeamType.Enemy, epos), TeamType.Enemy))); } else { yield return(StartCoroutine(SpawnUnit(item.EnemyIndex, dic_EnemyspawnPos[epos], TeamType.Enemy))); } } }