// Use this for initialization void Start() { dog = FindObjectOfType <NetDog>(); wts = FindObjectOfType <WaveTextScript>(); StartCoroutine(SpawnWave()); }
private void WaveSpawn(int number) { Transform wt = Instantiate(waveText, Vector3.zero, Quaternion.identity); WaveTextScript ws = wt.GetComponent <WaveTextScript>(); ws.Setup(number); Transform eye; EyeScript es; if (number == 1) { enemiesAlive = 16; // 3 small eyes in each corner for (int i = 1; i <= 3; i++) { eye = Instantiate(demonicEye, Spawners[1], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[3], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[5], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[7], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); } // 1 medium eye on each edge eye = Instantiate(demonicEye, Spawners[0], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[2], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[4], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[6], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); } else if (number == 2) { enemiesAlive = 28; // 2 big eyes eye = Instantiate(demonicEye, Spawners[1], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(3); eye = Instantiate(demonicEye, Spawners[5], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(3); // 6 medium eyes for (int i = 1; i <= 3; i++) { eye = Instantiate(demonicEye, Spawners[7], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[3], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); } // 20 small eyes for (int i = 1; i <= 5; i++) { eye = Instantiate(demonicEye, Spawners[0], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[2], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[4], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[6], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); } } else if (number == 3) { enemiesAlive = 37; // 1 imp Instantiate(imp, Spawners[0], Quaternion.identity); // 4 medium eyes for (int i = 1; i <= 4; i++) { eye = Instantiate(demonicEye, Spawners[0], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); } // 2 big eyes eye = Instantiate(demonicEye, Spawners[1], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(3); eye = Instantiate(demonicEye, Spawners[7], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(3); // 30 small eyes for (int i = 1; i <= 10; i++) { eye = Instantiate(demonicEye, Spawners[3], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[4], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[5], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); } } else if (number == 4) { enemiesAlive = 74; // 2 imps Instantiate(imp, Spawners[2], Quaternion.identity); Instantiate(imp, Spawners[6], Quaternion.identity); // 52 small eyes for (int i = 1; i <= 13; i++) { eye = Instantiate(demonicEye, Spawners[1], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[3], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[5], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[7], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); } // 20 medium eyes for (int i = 1; i <= 10; i++) { eye = Instantiate(demonicEye, Spawners[0], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[4], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); } } else if (number == 5) { enemiesAlive = 44; // 4 imps Instantiate(imp, Spawners[1], Quaternion.identity); Instantiate(imp, Spawners[3], Quaternion.identity); Instantiate(imp, Spawners[5], Quaternion.identity); Instantiate(imp, Spawners[7], Quaternion.identity); // 40 medium eyes for (int i = 1; i <= 10; i++) { eye = Instantiate(demonicEye, Spawners[0], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[2], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[4], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[6], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); } } else if (number == 6) { enemiesAlive = 46; // 1 devil Instantiate(devil, Spawners[0], Quaternion.identity); // 5 imps Instantiate(imp, Spawners[1], Quaternion.identity); Instantiate(imp, Spawners[3], Quaternion.identity); Instantiate(imp, Spawners[4], Quaternion.identity); Instantiate(imp, Spawners[5], Quaternion.identity); Instantiate(imp, Spawners[7], Quaternion.identity); // 40 small eyes for (int i = 1; i <= 5; i++) { eye = Instantiate(demonicEye, Spawners[0], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[1], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[2], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[3], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[4], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[5], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[6], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); eye = Instantiate(demonicEye, Spawners[7], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(1); } } else if (number == 7) { enemiesAlive = 56; // 4 devils Instantiate(devil, Spawners[0], Quaternion.identity); Instantiate(devil, Spawners[2], Quaternion.identity); Instantiate(devil, Spawners[4], Quaternion.identity); Instantiate(devil, Spawners[6], Quaternion.identity); // 4 imps Instantiate(imp, Spawners[1], Quaternion.identity); Instantiate(imp, Spawners[3], Quaternion.identity); Instantiate(imp, Spawners[5], Quaternion.identity); Instantiate(imp, Spawners[7], Quaternion.identity); // 48 medium eyes for (int i = 1; i <= 6; i++) { eye = Instantiate(demonicEye, Spawners[0], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[1], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[2], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[3], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[4], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[5], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[6], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); eye = Instantiate(demonicEye, Spawners[7], Quaternion.identity); es = eye.GetComponent <EyeScript>(); es.Setup(2); } } else if (number == 8) { enemiesAlive = 112; StartCoroutine(Wave8()); } else if (number == 9) { enemiesAlive = 1000000; Transform dark = Instantiate(darkAngel, new Vector3(0, 30, 0), Quaternion.identity); das = dark.GetComponent <DarkAngelScript>(); } }