private List <DescriptionEnemies> GetListEnemies(int numberEnemies)
    {
        List <DescriptionEnemies> lstEnemies = new List <DescriptionEnemies>();

        float scaleValue = -0.0928333f * numberEnemies + 1.2785f;

        for (int x = 0; x < numberEnemies; x++)
        {
            DescriptionEnemies enemy = new DescriptionEnemies();
            enemy.Type  = TypeEnemy.Basic;
            enemy.Scale = new float[] { scaleValue, scaleValue, scaleValue };

            if (UnityEngine.Random.value > 0.4f)
            {
                enemy.Position = new float[] { UnityEngine.Mathf.Clamp(x * 15, 1, 40), UnityEngine.Mathf.Clamp(x * 15, 1, 40), 0 }
            }
            ;
            else
            {
                enemy.Position = new float[] { UnityEngine.Mathf.Clamp(x * 15, 60, 100), UnityEngine.Mathf.Clamp(x * 15, 60, 100), 0 }
            };

            enemy.MagnitudVelocity = -Convert.ToInt16(inputEnemiesVelocity.text);
            lstEnemies.Add(enemy);
        }

        return(lstEnemies);
    }
}
Esempio n. 2
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    public void Drop(DescriptionEnemies descriptionEnemy)
    {
        float[] scale         = descriptionEnemy.Scale;
        Vector3 spawnPosition = SpawningPosition(descriptionEnemy.Position);

        GameObject enemy = pullEnemies.GetObject(spawnPosition, Quaternion.identity);

        if (enemy != null)
        {
            enemy.GetComponent <MoveEnemy>().PowerForce = descriptionEnemy.MagnitudVelocity;
            enemy.transform.localScale = new Vector3(scale[0], scale[1], scale[2]);
            enemy.SetActive(true);
        }
    }
Esempio n. 3
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    private List <DescriptionEnemies> GetListEnemies(int level)
    {
        List <DescriptionEnemies> lstEnemies = new List <DescriptionEnemies>();

        int numberEnemies = Convert.ToInt16(inputEnemies.text);

        float scaleValue = Convert.ToInt16(inputScaleEnemies.text);

        for (int x = 0; x <= numberEnemies; x++)
        {
            DescriptionEnemies enemy = new DescriptionEnemies();
            enemy.Type             = TypeEnemy.Basic;
            enemy.Scale            = new float[] { scaleValue, scaleValue, scaleValue };
            enemy.Position         = new float[] { UnityEngine.Mathf.Clamp(x * 15, 1, 100), UnityEngine.Mathf.Clamp(x * 15, 1, 100), 0 };
            enemy.MagnitudVelocity = UnityEngine.Random.Range(-18, -28);
            lstEnemies.Add(enemy);
        }

        return(lstEnemies);
    }
    private List <DescriptionEnemies> GetListEnemies(int level)
    {
        List <DescriptionEnemies> lstEnemies = new List <DescriptionEnemies> ();

        int numberEnemies = 2 + UnityEngine.Mathf.RoundToInt(coefficientOfVariationForEnemies * level);

        float scaleValue = coefficientScaleEnemyM * numberEnemies + coefficientScaleEnemyB;

        for (int x = 0; x < numberEnemies; x++)
        {
            DescriptionEnemies enemy = new DescriptionEnemies();
            enemy.Type             = TypeEnemy.Basic;
            enemy.Scale            = new float[] { scaleValue, scaleValue, scaleValue };
            enemy.Position         = new float[] { UnityEngine.Mathf.Clamp(x * 15, 1, 100), UnityEngine.Mathf.Clamp(x * 15, 1, 100), 0 };
            enemy.MagnitudVelocity = UnityEngine.Random.Range(-18, -28);
            lstEnemies.Add(enemy);
        }

        return(lstEnemies);
    }