private void createEasyRandomPatient() { var rand = (int)(Random.Range(0, 4)); Patient patient = null; switch (rand) { case 0: patient = (Instantiate(StevePatientTutorialBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 1: patient = (Instantiate(StevePatientTutorialCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 2: patient = (Instantiate(AdamTutorialPatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 3: patient = (Instantiate(AdamTutorialPatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; } if (patient != null && gameManager != null) { patient.gameManager = gameManager; //Add Patient to patient list GameManager.AddPatient(patient); } }
private void createRandomPatient() { var rand = (int)(Random.Range(0, 10)); Patient patient = null; switch (rand) { case 0: patient = (Instantiate(StevePatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 1: patient = (Instantiate(StevePatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 2: patient = (Instantiate(StevePatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 3: patient = (Instantiate(StevePatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 4: patient = (Instantiate(StevePatientPossessedPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 5: patient = (Instantiate(AdamPatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 6: patient = (Instantiate(AdamPatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 7: patient = (Instantiate(AdamPatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 8: patient = (Instantiate(AdamPatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 9: patient = (Instantiate(AdamPatientPossessedPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; } if (patient != null && gameManager != null) { patient.gameManager = gameManager; //Add Patient to patient list GameManager.AddPatient(patient); } }
// Update is called once per frame void Update() { if (canSpawnPatient()) { Patient patient = null; switch (GameFlowManager.GamePhase) { case GameFlowState.PhaseTutorial: case GameFlowState.PhaseEasy: var randEasy = (int)(Random.Range(0, 4)); switch (randEasy) { case 0: patient = (Instantiate(StevePatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 1: patient = (Instantiate(StevePatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 2: patient = (Instantiate(AdamPatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 3: patient = (Instantiate(AdamPatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; } break; case GameFlowState.PhaseMedium: var randMedium = (int)(Random.Range(0, 8)); switch (randMedium) { case 0: patient = (Instantiate(StevePatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 1: patient = (Instantiate(StevePatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 2: patient = (Instantiate(StevePatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 3: patient = (Instantiate(StevePatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 4: patient = (Instantiate(AdamPatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 5: patient = (Instantiate(AdamPatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 6: patient = (Instantiate(AdamPatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 7: patient = (Instantiate(AdamPatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; } break; case GameFlowState.PhaseHard: var randHard = (int)(Random.Range(0, 10)); switch (randHard) { case 0: patient = (Instantiate(StevePatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 1: patient = (Instantiate(StevePatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 2: patient = (Instantiate(StevePatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 3: patient = (Instantiate(StevePatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 4: patient = (Instantiate(StevePatientPossessedPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 5: patient = (Instantiate(AdamPatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 6: patient = (Instantiate(AdamPatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 7: patient = (Instantiate(AdamPatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 8: patient = (Instantiate(AdamPatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 9: patient = (Instantiate(AdamPatientPossessedPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; } break; case GameFlowState.LastPhase: var randLast = (int)(Random.Range(0, 10)); switch (randLast) { case 0: patient = (Instantiate(StevePatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 1: patient = (Instantiate(StevePatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 2: patient = (Instantiate(StevePatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 3: patient = (Instantiate(StevePatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 4: patient = (Instantiate(StevePatientPossessedPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 5: patient = (Instantiate(AdamPatientKnifePrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 6: patient = (Instantiate(AdamPatientCrazyPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 7: patient = (Instantiate(AdamPatientBloodPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 8: patient = (Instantiate(AdamPatientVomitPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; case 9: patient = (Instantiate(AdamPatientPossessedPrefab, transform.position, Quaternion.identity) as GameObject).transform.GetChild(0).gameObject.GetComponent <Patient>(); break; } break; case GameFlowState.End: break; } if (patient != null && gameManager != null) { patient.gameManager = gameManager; //Add Patient to patient list GameManager.AddPatient(patient); } } }