//Decrement of OneSquadUnit
        List <UnitCounter> GetOneSquadUnits()//value - value of this squad in this wave
        {
            List <UnitCounter> unitList = new List <UnitCounter>();

            for (int i = 0; i < units.Count; i++)
            {
                UnitCounter unitData = new UnitCounter();
                int         rand     = Random.Range(units[i].MinNum, units[i].MaxNum + 1);
                if (rand == 0)
                {
                    continue;
                }
                else
                {
                    unitData.enemyUnit = units[i].unitData;
                    unitData.num       = (int)rand;
                    unitList.Add(unitData);
                }
            }
            if (unitList.Count > 0)
            {
                return(unitList);
            }
            else
            {
                return(null);
            }
        }
Exemple #2
0
        public void SpawnUnit(UnitCounter enemyUnit, Transform spawnPoint)
        {
            GameObject unit = PoolManager.instance.Instantiate(enemyUnit.enemyUnit.prefab, spawnPoint.position, spawnPoint.rotation, false);//Instantiate<GameObject>(enemyUnit.enemyUnit.prefab);

            unit.transform.SetParent(spawnPoint);
            if (AuxiliarySystem.CompareTags(unit.tag, registeredTagsInEnemyManager))
            {
                EnemyManager.instance.OnUnitSpawn(unit);
            }
            unit.SetActive(true);
            //aatttt
        }