Esempio n. 1
0
 void Update()
 {
     if (m_Delay < m_EnemySpawningDelay)
     {
         m_Delay += Time.deltaTime;
     }
     else if (m_CurrentIndex < m_EnemyPrefabs.Count)
     {
         m_Delay = 0;
         GameObject enemy = Instantiate(m_EnemyPrefabs[m_CurrentIndex]);
         if (m_ShootDirection)
         {
             EnemyAI ai = enemy.GetComponent <EnemyAI> ();
             ai.SetShootDirection(m_ShootDirection);
         }
         if (m_Curve)
         {
             EnemyPath path = enemy.GetComponent <EnemyPath> ();
             path.SetPath(m_Curve);
         }
         enemy.transform.position = m_SpawningLocation.position;
         m_CurrentIndex++;
     }
     else
     {
         Destroy(this);
     }
 }
Esempio n. 2
0
    protected void SetupGeneral()
    {
        Health healthScript = GetComponent <Health> ();

        if (!healthScript)
        {
            healthScript = gameObject.AddComponent <Health> ();
        }
        healthScript.SetHealth(health);

        EnemyPath pathScript = GetComponent <EnemyPath> ();

        if (!pathScript)
        {
            pathScript = gameObject.AddComponent <EnemyPath> ();
        }
        pathScript.SetDamageOnCollision(dommageOnCollision);
        if (!path)
        {
            GameObject temp = Instantiate(pathPrefab);
            StartCoroutine(DestroyFirstWhenSecondDestroyed(temp, gameObject));
            path = temp.GetComponent <BezierCurve> ();
        }
        pathScript.SetPath(path);
        if (duration <= 0)
        {
            Debug.LogWarning("The duration given wasn't stricly positive, a default duration of 15 secondes will be given instead");
            duration = 15;
        }
        pathScript.SetDuration(duration);
        if (onHitSound)
        {
            pathScript.SetHitSound(onHitSound);
        }
        pathScript.SetLoop(loop);
        pathScript.SetHitColorTime(onHitColorTime > 0 ? onHitColorTime : 1);
    }