Exemple #1
0
        private IEnumerator SpawnRoutine()
        {
            // Wait for a while before spawning the first enemy
            yield return(new WaitForSeconds(waitBeforeSpawning));

            while (true)
            {
                if (enemyCount < maxConcurrentEnemyCount)
                {
                    // Spawns an enemy
                    EnemySpaceShip enemy = SpawnEnemyUnit();

                    // If an enemy was successfully spawned,
                    // the enemy count is increased
                    if (enemy != null)
                    {
                        enemyCount++;
                    }
                    else
                    {
                        Debug.LogError("Could not spawn an enemy.");
                        yield break;
                    }
                }

                yield return(new WaitForSeconds(spawnInterval));
            }
        }
Exemple #2
0
        private EnemySpaceShip SpawnEnemyUnit()
        {
            GameObject     spawnedEnemyObject = _enemySpawner.Spawn();
            EnemySpaceShip enemyShip          = spawnedEnemyObject.GetComponent <EnemySpaceShip>();

            if (enemyShip != null)
            {
                enemyShip.SetMovementTargets(_enemyMovementTargets);
            }
            return(enemyShip);
        }
Exemple #3
0
        private EnemySpaceShip SpawnEnemyUnit()
        {
            EnemySpaceShip enemyShip = enemySpawner.Spawn().
                                       GetComponent <EnemySpaceShip>();

            if (enemyShip != null)
            {
                enemyShip.SetMovementTargets(enemyMovementTargets);
            }

            return(enemyShip);
        }
        private IEnumerator SpawnRoutine()
        {
            yield return(new WaitForSeconds(_waitToSpawn));

            while (_enemyCount < _maxEnemyOnField)
            {
                EnemySpaceShip enemy = SpawnEnemyUnit();
                if (enemy != null)
                {
                    _enemyCount++;
                }
                else
                {
                    Debug.LogError("Could not spawn an enemy!");
                    yield break;
                }
                yield return(new WaitForSeconds(_spawnInterval));
            }
        }
        private IEnumerator SpawnEnemyRoutine()
        {
            // Wait for a while before spawning the first enemy.
            yield return(new WaitForSeconds(_waitToSpawn));

            while (_enemyCount < _maxEnemyUnitsToSpawn)
            {
                EnemySpaceShip enemy = SpawnEnemyUnit();
                if (enemy != null)
                {
                    _enemyCount++;
                }
                else
                {
                    Debug.LogError("Could not spawn an enemy!");
                    yield break; //Stops the execution of this coroutine.
                }
                yield return(new WaitForSeconds(_spawnInterval));
            }
        }
        private IEnumerator SpawnRoutine()
        {
            // Initial grace period:
            yield return(new WaitForSeconds(_waitToSpawn));

            while (_enemyCount < _maxEnemyUnitsToSpawn)
            {
                EnemySpaceShip enemy = SpawnEnemyUnit();

                if (enemy != null)
                {
                    _enemyCount++;
                }
                else
                {
                    Debug.LogError("Could not spawn enemy");

                    // Stop the execution
                    yield break;
                }

                yield return(new WaitForSeconds(_spawnInterval));
            }
        }