Exemple #1
0
        public override void Setup(EnemySetup enemySetup)
        {
            MaxHealth     = _enemyInfo.HealthMultiplier * enemySetup.Health;
            _speed        = _enemyInfo.SpeedMultiplier * enemySetup.Speed;
            _globalData   = enemySetup.GlobalData;
            _player       = enemySetup.Target;
            Tier          = enemySetup.Tier;
            CurrentHealth = MaxHealth;

            Startup();
            SetTierIcon();
        }
Exemple #2
0
        private void SpawnChildren()
        {
            for (int i = 0; i < _enemyInfo.SpawnAmount; i++)
            {
                var temp = Instantiate(_offsprings);

                var angle = Random.Range(-1f, 1f);
                var setup = new EnemySetup(_speed, _player, MaxHealth, Tier, _globalData);

                temp.GetComponent <EnemyBehaviour>().Setup(setup);
                temp.GetComponent <EnemyBehaviour>().KnockBack(10f, new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)).normalized);
                temp.GetComponent <EnemyBehaviour>().Debuffs[StatusEffect.DebuffType.Knockback].IsAffected = true;
            }
            Destroy(transform.gameObject);
        }
Exemple #3
0
        void SpawnEnemy(int index)
        {
            var bounds   = _map.localBounds;
            var position = new Vector3(Random.Range(bounds.min.x, bounds.max.x), Random.Range(bounds.min.y, bounds.max.y), 0);

            while (Vector3.Distance(CenterOfPlayers(), position) <= 5)
            {
                position = new Vector3(Random.Range(bounds.min.x, bounds.max.x), Random.Range(bounds.min.y, bounds.max.y), 0);
            }

            var enemy = Instantiate(_globalData.EnemyPrefabs[index], transform);

            enemy.transform.position = position;

            var setup = new EnemySetup(
                speed: Mathf.Log(_time + 100, 100F) * _multiplier,
                target: Players[Random.Range(0, Players.Count)],
                health: (Mathf.Log10(_time + 10) * _multiplier) * 10,
                tier: _tier % 35,
                globalData: _globalData
                );

            enemy.GetComponent <EnemyBehaviour>().Setup(setup);
        }
 public abstract void Setup(EnemySetup enemySetup);