Esempio n. 1
0
    void spawnSingleCreep(int wave)
    {
        // spawn creep at index (wave mod (however many creeps i have - 1))
        // spawn creep at wheretospawn.
        // add creep to list of active creeps
        // If we start repeating the same enemies then we need to start incrimenting their health higher and higher. this is where that should be done
        GameObject x = Instantiate(creeps[wave % numberOfUniqueCreepTypes], whereToSpawn.position, whereToSpawn.rotation) as GameObject;

        CM.addCreepToActiveList(x);
        Creep    creep    = x.GetComponent <Creep>();
        CreepNav creepNav = x.GetComponent <CreepNav>();

        if (creep != null)
        {
            creep.SetHealth(wave * creep.healthIncrement);
            creep.SetMaxHealth(creep.GetHealth());
            creep.SetSpeed(Random.Range(-1, 1));
            creep.corners = movePointsforCreeps;
        }
        if (creepNav != null)
        {
            creepNav.SetHealth(wave * creepNav.healthIncrement);
            creepNav.SetMaxHealth(creepNav.GetHealth());
            creepNav.SetSpeed(Random.Range(-1, 1));
            creepNav.corners = movePointsforCreeps;
        }
        x.name = "Goblin" + names.ToString();
        names++;
    }
Esempio n. 2
0
 void Update()
 {
     if (creep != null)
     {
         health.minValue = 0f;
         health.maxValue = (float)creep.GetMaxHealth();
         health.value    = (float)creep.GetHealth();
     }
     if (creepNav != null)
     {
         health.minValue = 0f;
         health.maxValue = (float)creepNav.GetMaxHealth();
         health.value    = (float)creepNav.GetHealth();
     }
 }