Esempio n. 1
0
	// Use this for initialization
	void Start () {
		State = RoomSpawnerState.NotActivate;
		_originalPosition = this.transform.position;
		_endPosition = new Vector3(_originalPosition.x, 1, _originalPosition.z);

		Enemies = new BaseEnemy[EnemiesPerRound * Rounds];
	}
Esempio n. 2
0
	// Update is called once per frame
	void Update () {

		switch(State)
		{
		case RoomSpawnerState.NotActivate:
			break;
		case RoomSpawnerState.Activating:

			MoveUpDown(Vector3.up);
			Shake();

			if (transform.position.y >= _endPosition.y){
				transform.position = _endPosition;
				State = RoomSpawnerState.Activated;
			}

			break;

		case RoomSpawnerState.Activated:

			if (!SpawnStarted)
			{
				this.SpawnEnemies();
				SpawnStarted = true;
			}

			break;

		case RoomSpawnerState.Finishing:

			MoveUpDown(Vector3.down);
			Shake();

			if (transform.position.y <= 6f) // Verificar o fim do mapa
			{
				this.State = RoomSpawnerState.Finished;
			}

			break;
		}
	}
Esempio n. 3
0
	private void BaseEnemy_OnDie(BaseEnemy enemy_)
	{		
		baseEnemyCount--;
		enemy_.OnBeforeDie -= this.BaseEnemy_OnDie;

		if (this.IsFinished)
			this.State = RoomSpawnerState.Finishing;
	}