Esempio n. 1
0
    public void Init(GameManager.NodeType type)
    {
        player = Instantiate(player, new Vector2(player.transform.position.x, player.transform.position.y - offsety), Quaternion.identity);
        switch (type)
        {
        default:
        case GameManager.NodeType.Enemy:
            enemy = enemies[Random.Range(0, enemies.Count)];
            enemy = Instantiate(enemy, new Vector2(enemy.transform.position.x, enemy.transform.position.y - offsety), Quaternion.identity);
            break;

        case GameManager.NodeType.Miniboss:
            enemy = miniBosses[Random.Range(0, miniBosses.Count)];
            enemy = Instantiate(enemy, new Vector2(enemy.transform.position.x, enemy.transform.position.y - offsety), Quaternion.identity);
            break;

        case GameManager.NodeType.Boss:
            enemy = Instantiate(boss, new Vector2(boss.transform.position.x, boss.transform.position.y - offsety), Quaternion.identity);
            break;
        }
    }
Esempio n. 2
0
 public void RefreshType(GameManager.NodeType newType)
 {
     nodeType = newType;
     GetComponent <SpriteRenderer>().sprite = sprites[(int)nodeType];
 }
Esempio n. 3
0
 // Start is called before the first frame update
 void Awake()
 {
     nodeType = (GameManager.NodeType)Random.Range(0, sprites.Count - 4);
     GetComponent <SpriteRenderer>().sprite = sprites[(int)nodeType];
 }