Esempio n. 1
0
        public void Clear(bool fillEmpty)
        {
            if (Row1 == null)
            {
                Row1 = new List <GenericWorldItem>(3);
                Row2 = new List <GenericWorldItem>(3);
                Row3 = new List <GenericWorldItem>(3);
            }
            else
            {
                Row1.Clear();
                Row2.Clear();
                Row3.Clear();
            }

            if (fillEmpty)
            {
                for (int i = 0; i < 3; i++)
                {
                    Row1.Add(null);
                    Row2.Add(null);
                    Row3.Add(null);
                }
            }

            GenericResult = null;
            //CustomResult	= null;
        }
Esempio n. 2
0
    private void SpawnRows()
    {
        for (int row = 0; row < enemyRows; row++)
        {
            for (int enemiesInRow = 0; enemiesInRow < enemiesPerRow; enemiesInRow++)
            {
                GameObject enemyPrefab = attackerPrefab;
                if ((row == 2) || (row == 3))
                {
                    enemyPrefab = hornetPrefab;
                }
                else if (row == 4)
                {
                    enemyPrefab = bomberPrefab;
                }
                Vector3    position = firstEnemyPosition + (enemiesInRow * horizontalGap) + (row * verticalGap);
                GameObject enemy    = Instantiate(enemyPrefab, position, Quaternion.Euler(0, 0, 0));

                switch (row)
                {
                case 0:
                    Row0.Add(enemy);
                    break;

                case 1:
                    Row1.Add(enemy);
                    break;

                case 2:
                    Row2.Add(enemy);
                    break;

                case 3:
                    Row3.Add(enemy);
                    break;

                case 4:
                    Row4.Add(enemy);
                    break;

                default:
                    break;
                }
                enemy.SendMessage("ChangeSpeed", initialEnemySpeed);
            }
        }
    }