public void Adjust(EnemyInfo e) { //change score points += e.points; //update UI ui.text = points.ToString(); }
public void CallEvent() { EnemyInfo e = new EnemyInfo(value, transform.position, transform.up); SHOT(e); gameObject.SetActive(false); }
private void CreateDrop(EnemyInfo e) { //spawn drop DropInfo info = drops.GetRandomPickUp(); Debug.Log($"<color=red>DROP: {info.type}</color>"); //Use ObjectPooling later on... GameObject obj = GameObject.Instantiate(info.prefab); //attach Drops component and set type Drop drop = obj.GetComponent <Drop>(); if (drop == null) { drop = obj.AddComponent <Drop>(); } drop.type = info.type; obj.transform.position = e.position; }