Esempio n. 1
0
    public void SpawnUnits()
    {
        DamageUp();
        HealthUp();
        CountUp();


        for (int i = 1; i <= enemyMeleeCount; i++)
        {
            if (i == 1)
            {
                Mob_Melee melee = unitList[0].GetComponent <Mob_Melee>();
                melee.team1 = false;
                Instantiate(unitList[0], spawnPos.transform.position, spawnPos.transform.rotation);
            }
            else
            {
                Mob_Melee melee = unitList[0].GetComponent <Mob_Melee>();
                melee.team1 = false;
                Instantiate(unitList[0], new Vector3(spawnPos.transform.position.x + i, spawnPos.transform.position.y, spawnPos.transform.position.z), spawnPos.transform.rotation);
            }

            print(i);
        }

        //for (int i = 1; i <= enemyRangedCount; i++)
        //{
        //    if (i == 1)
        //        Instantiate(unitList[1], spawnPos.transform.position, spawnPos.transform.rotation);
        //    else
        //        Instantiate(unitList[1], new Vector3(spawnPos.transform.position.x + i / 2, spawnPos.transform.position.y, spawnPos.transform.position.z), spawnPos.transform.rotation);

        //    print(i);
        //}
    }
Esempio n. 2
0
    public void SpawnUnits()
    {
        for (int i = 1; i <= unit_melee_count; i++)
        {
            if (i == 1)
            {
                if (team1)
                {
                    Mob_Melee melee = unitList[0].GetComponent <Mob_Melee>();
                    melee.team1 = team1;
                    Instantiate(unitList[0], spawnPos1.transform.position, spawnPos1.transform.rotation);
                }
            }
            else
            {
                if (team1)
                {
                    Mob_Melee melee = unitList[0].GetComponent <Mob_Melee>();
                    melee.team1 = team1;
                    Instantiate(unitList[0], new Vector3(spawnPos1.transform.position.x + i, spawnPos1.transform.position.y, spawnPos1.transform.position.z), spawnPos1.transform.rotation);
                }
            }

            print(i);
        }

        for (int i = 1; i <= unit_range_count; i++)
        {
            if (i == 1)
            {
                if (team1)
                {
                    Mob_Ranged ranged = unitList[1].GetComponent <Mob_Ranged>();
                    ranged.team1 = team1;
                    Instantiate(unitList[1], spawnPos2.transform.position, spawnPos2.transform.rotation);
                }
            }
            else
            {
                if (team1)
                {
                    Mob_Ranged ranged = unitList[1].GetComponent <Mob_Ranged>();
                    ranged.team1 = team1;
                    Instantiate(unitList[1], new Vector3(spawnPos2.transform.position.x + i, spawnPos2.transform.position.y, spawnPos2.transform.position.z), spawnPos2.transform.rotation);
                }
            }
        }
    }