private void CreateEnemy() { float x, z; float random = Random.Range(2.0f, 6.0f); x = Random.Range(30.0f, -40.0f); z = 45.0f; if (random >= 2.0f && random <= 3.1f) { Enemy_basic enemy3 = Instantiate(enemyPrefab1, new Vector3(x, 0.5f, z), Quaternion.identity); } else if (random > 3.1f && random <= 4.2f) { Enemy_tracker enemy4 = Instantiate(enemyPrefab2, new Vector3(x, 0.5f, z), Quaternion.identity); } else if (random > 4.2f && random <= 4.9f) { Enemy_sky enemy5 = Instantiate(enemyPrefab3, new Vector3(x, 2.8f, z), Quaternion.identity); } else if (random > 4.9f && random <= 6.0f) { Enemy_ranged enemy6 = Instantiate(enemyPrefab4, new Vector3(x, 0.5f, z), Quaternion.identity); } }
private void CreateEnemy() { float x, z; Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; int random = (int)Random.Range(2, level); x = Random.Range(mapSize, -mapSize); z = Random.Range(1.0f, -1.0f); if (z > 0) { z = 1.0f; } else { z = -1.0f; } if (random == 2) { Enemy_basic enemy3 = Instantiate(enemyPrefab1, new Vector3(x, 0.5f, z * Mathf.Sqrt(Mathf.Pow(mapSize, 2.0f) - Mathf.Pow(x, 2.0f))), Quaternion.identity); } else if (random == 3) { Enemy_tracker enemy4 = Instantiate(enemyPrefab2, spawnPoint.position, Quaternion.identity); } else if (random == 4) { var skySpawn = spawnPoint.position; skySpawn.y = 2.8f; Enemy_sky enemy5 = Instantiate(enemyPrefab3, new Vector3(x, 2.8f, z * Mathf.Sqrt(Mathf.Pow(mapSize, 2.0f) - Mathf.Pow(x, 2.0f))), Quaternion.identity); } else if (random == 5) { Enemy_ranged enemy6 = Instantiate(enemyPrefab4, new Vector3(x, 0.5f, z * Mathf.Sqrt(Mathf.Pow(mapSize, 2.0f) - Mathf.Pow(x, 2.0f))), Quaternion.identity); } }