public override void StartWave(WaveUpdate upd) { base.StartWave(upd); Debug.Log((int)(totalProgress)); spawner.StartSpawning((int)(totalProgress)); }
public override void StartWave(WaveUpdate upd) { gameObject.SetActive(true); base.StartWave(upd); Camera player = GameManager.Instance.FirstPersonCamera; Vector3 frustrumDest = player.ViewportPointToRay(Vector3.one / 2).direction * 2; GameObject o = Instantiate(ghostIns, frustrumDest * 2f, Quaternion.identity, GameManager.Instance.spawner.ghostsTransform); Ghost g = o.GetComponent <Ghost>(); g.OnDeath = SoulCount => { currentProgress += 1; }; g.reset(true); }
public override void StartWave(WaveUpdate upd) { gameObject.SetActive(true); base.StartWave(upd); }
public override void StartWave(WaveUpdate upd) { gameObject.SetActive(true); bow.OnShoot += OnPlayerBowShoot; base.StartWave(upd); }
public virtual void StartWave(WaveUpdate upd) { OnUpdate = upd; active = true; ResetWave(); }