IEnumerator Chargers() { while (true) { while (SaveGame.RoundScore < 5) { yield return(null); } const float WarnDelay = 0.5f; // Warn player AudioManager.Instance.PlayClip(AudioManager.Instance.MiscAudioSource, AudioManager.Instance.AudioData.ChargerWarning); yield return(new WaitForSeconds(WarnDelay)); int amount = 1 + (SaveGame.RoundScore / 15); if (Random.value < 0.1f) { amount += 1; } PositionUtility.SpawnDirection dir = PositionUtility.GetRandomDirOutside(); yield return(PositionUtility.SpawnGroup(ActorTypeEnum.SmallCharger, amount, 0.1f, true, dir)); // Wait semi-random after spawning float delay = 12 + Random.value * 2; yield return(new WaitForSeconds(delay)); } }
IEnumerator DeedWhiteWalkers() { while (true) { int amount = 5 + Random.Range(0, 2); amount += currentDeed_.DeedCurrentScore / 5; PositionUtility.SpawnDirection dir = PositionUtility.SpawnDirection.TopOrBottom; yield return(PositionUtility.SpawnGroup(ActorTypeEnum.LargeWalker, amount, 0.1f, true, dir)); float delay = 5.0f; yield return(new WaitForSeconds(delay)); } }
IEnumerator BigWalkers() { while (true) { int amount = 1 + Random.Range(0, 2); amount += SaveGame.RoundScore / 15; float delay = SaveGame.RoundScore == 1 ? 5 + Random.value * 3 : 20 + Random.value + amount; yield return(new WaitForSeconds(delay)); bool inside = Random.value < 0.2f; PositionUtility.SpawnDirection dir = PositionUtility.GetRandomDirOutside(); yield return(PositionUtility.SpawnGroup(ActorTypeEnum.LargeWalker, amount, 0.1f, !inside, dir)); } }
IEnumerator DeedMachinegun() { while (true) { int amount = 5 + (currentDeed_.DeedCurrentScore / 5); if (Random.value < 0.1f) { amount += 2; } bool inside = Random.value < 0.5f || SaveGame.RoundScore == 1; PositionUtility.SpawnDirection dir = PositionUtility.GetRandomDirOutside(); yield return(PositionUtility.SpawnGroup(ActorTypeEnum.SmallWalker, amount, 0.1f, !inside, dir)); float delay = 4 + Random.value; yield return(new WaitForSeconds(delay)); } }
IEnumerator DeedSniper() { const float InitialDelay = 3.0f; yield return(new WaitForSeconds(InitialDelay)); while (true) { int amount = 5 + currentDeed_.DeedCurrentScore / 10; if (Random.value < 0.1f) { amount++; } bool inside = Random.value < 0.05f; PositionUtility.SpawnDirection dir = Random.value < 0.5f ? PositionUtility.SpawnDirection.LeftOrRight : PositionUtility.SpawnDirection.TopOrBottom; yield return(PositionUtility.SpawnGroup(ActorTypeEnum.Caster, amount, 0.1f, !inside, dir)); float delay = 5 + Random.value * 2; yield return(new WaitForSeconds(delay)); } }
IEnumerator CasterSkellies() { while (true) { int amount = 1 + SaveGame.RoundScore / 15; if (amount > 3) { amount = 3; } if (Random.value < 0.1f) { amount++; } float delay = SaveGame.RoundScore == 1 ? 15 + Random.value * 3 : 20 + Random.value * 5; yield return(new WaitForSeconds(delay)); bool inside = Random.value < 0.05f; PositionUtility.SpawnDirection dir = PositionUtility.GetRandomDirOutside(); yield return(PositionUtility.SpawnGroup(ActorTypeEnum.Caster, amount, 0.1f, !inside, dir)); } }
IEnumerator SandboxWave(Wave wave) { yield return(new WaitForSeconds(wave.start_time)); yield return(PositionUtility.SpawnGroup((ActorTypeEnum)wave.enemy_type, wave.count, wave.interval, wave.where != PositionUtility.SpawnDirection.Inside, wave.where)); }