Esempio n. 1
0
    void SpawnEnemyWave(int enemiesToSpawn)
    {
        Vector3 powerupSpawnOffset = new Vector3(0, 0, -15); // make powerups spawn at player end

        // If no powerups remain, spawn a powerup
        if (GameObject.FindGameObjectsWithTag("Powerup").Length == 0) // check that there are zero powerups
        {
            Instantiate(powerupPrefab, GenerateSpawnPosition() + powerupSpawnOffset, powerupPrefab.transform.rotation);
        }

        // Spawn number of enemy balls based on wave number
        for (int i = 0; i < enemiesToSpawn; i++)
        {
            GameObject enemy = Instantiate(enemyPrefab, GenerateSpawnPosition(), enemyPrefab.transform.rotation);
            EnemyX     ec    = enemy.GetComponent <EnemyX>();
            ec.speed += waveCount * 10;
        }

        waveCount++;
        ResetPlayerPosition(); // put player back at start
    }
 private void Start()
 {
     enemyScript = enemyPrefab.GetComponent <EnemyX>();
 }
 // Start is called before the first frame update
 void Start()
 {
     enemyScript       = enemyPrefab.GetComponent <EnemyX>();
     enemyScript.speed = 9;
 }
Esempio n. 4
0
 private void Start()
 {
     enemyX       = enemyPrefab.GetComponent <EnemyX>();
     enemyX.speed = 200.0f;
 }