void Activate(EnemyManager.EnemyType aType, int aNum) { switch (aType) { case EnemyManager.EnemyType.Imp: AttackImp(aNum); break; case EnemyManager.EnemyType.Snowman: AttackSnowman(aNum); break; case EnemyManager.EnemyType.Shark: AttackShark(aNum); break; case EnemyManager.EnemyType.FireNewt: AttackFireNewt(aNum); break; case EnemyManager.EnemyType.Jellyfish: AttackJellyfish(aNum); break; default: break; } enabled = false; }
public void SpawnEnemies() { //randomize the number of enemies //get random positions //spawn enemies there if (m_PossibleEnemySpawnPosition == null) { return; } int numberOfEnemiesToSpawn = Random.Range(m_MinMaxNumberEnemies.x, m_MinMaxNumberEnemies.y); for (int i = 0; i < numberOfEnemiesToSpawn; ++i) { EnemyManager.EnemyType enemyType = (EnemyManager.EnemyType)Random.Range((int)EnemyManager.EnemyType.MELEE_A, (int)EnemyManager.EnemyType.RANGED_A + 1); GameObject enemy = EnemyManager.Instance.FetchEnemy(enemyType); if (enemy != null) { int randomLocationIndex = Random.Range(0, m_PossibleEnemySpawnPosition.childCount); Vector3 pos = m_PossibleEnemySpawnPosition.GetChild(randomLocationIndex).position; enemy.transform.position = pos; enemy.SetActive(true); EnemyBase enemyBase = enemy.GetComponent <EnemyBase>(); if (enemyBase) { enemyBase.Init(); enemyBase.Warp(pos); //spawn at a random location m_EnemiesInRoom.Add(enemy); } } } }
public EnemyData(EnemyManager.EnemyType kEnemyType, string kPrefabName, float kSpeed, RoutingComponent.RouteStyle kRouteStyle, WeaponSystem.WeaponType kWeaponType, float kWeaponMinWaitFire, float kWeaponMaxWaitFire) { this.kEnemyType = kEnemyType; this.kPrefabName = kPrefabName; this.kSpeed = kSpeed; this.kWeaponType = kWeaponType; this.kRouteStyle = kRouteStyle; this.kWeaponMinWaitFire = kWeaponMinWaitFire; this.kWeaponMaxWaitFire = kWeaponMaxWaitFire; }
public GameObject GetEnemy(EnemyManager.EnemyType type) { foreach (EnemyPrefab enemyPrefab in EnemyPrefabs) { if (enemyPrefab.EnemyType == type.ToString()) { return(enemyPrefab.GameObject); } } return(null); }
void Activate(EnemyManager.EnemyType aType, int aNum) { GameManager.Instance.Shield(); enabled = false; }