public void Set(GameData.EnemyType t, int count, float interval) { var idx = (int)t; remains[idx] = count; intervals[idx] = interval; }
public void MakeMissile(GameData.EnemyType _type, Vector3 _startPos, Vector3 _targetPos) { var _info = GameData.Instance.GetEnemyInfo(_type); var prefab = Resources.Load <GameObject>(_info.prefab); var go = Instantiate(prefab); var p = go.GetComponent <EnemyMissile>(); p.Set(_startPos, _targetPos, Random.Range(_info.minSpeed, _info.maxSpeed)); p.HP = _info.HP; listEnemy.Add(go.GetComponent <Enemy>()); }
public void MakeBoss(GameData.EnemyType _type) { var _info = GameData.Instance.GetEnemyInfo(_type); var startPos = new Vector3(0.0f, 4.0f, 0); var prefab = Resources.Load <GameObject>(_info.prefab); var go = Instantiate(prefab); var p = go.GetComponent <Boss>(); p.Set(startPos); p.HP = _info.HP; listEnemy.Add(go.GetComponent <Enemy>()); }
public void MakeUFO(GameData.EnemyType _type) { var _info = GameData.Instance.GetEnemyInfo(_type); var startPos = new Vector3(Random.Range(-5.0f, 5.0f), Random.Range(3.5f, 4.5f), 0); var prefab = Resources.Load <GameObject>(_info.prefab); var go = Instantiate(prefab); var p = go.GetComponent <UFO>(); p.Set(startPos, Random.Range(_info.minSpeed, _info.maxSpeed), 4.0f); p.HP = _info.HP; listEnemy.Add(go.GetComponent <Enemy>()); }