Esempio n. 1
0
        private IEnumerator WaitForLevel()
        {
            yield return(null);

            yield return(new WaitWhile(() => LevelAssetsLoader.Instance.isLoadingLevel));

            var clone = Instantiate(Prefabs.enemy).GetComponent <Enemy>();

            clone.transform.position = transform.position;
            clone.transform.rotation = transform.rotation;

            clone.gameObject.SetActive(true);

            GameObject currentGun = clone.currentGun;

            Destroy(currentGun);

            if (startWeapon != WeaponType.None)
            {
                GameObject gun = Prefabs.GetWeapon(startWeapon);

                clone.startGun = gun;
                clone.GiveGun();
            }

            Destroy(gameObject);
        }
Esempio n. 2
0
        private IEnumerator WaitForLevel()
        {
            yield return(null);

            yield return(new WaitWhile(() => LevelAssetsLoader.Instance.isLoadingLevel));

            var clone = Prefabs.GetWeapon(type);

            if (clone != null)
            {
                clone.transform.position = transform.position;
                clone.transform.rotation = transform.rotation;

                clone.SetActive(true);
            }

            Destroy(gameObject);
        }
Esempio n. 3
0
        private IEnumerator WaitForLevel()
        {
            yield return(null);

            yield return(new WaitWhile(() => LevelAssetsLoader.Instance.isLoadingLevel));

            Prefabs.player.transform.position = transform.position;

            Prefabs.player.SetActive(true);
            Prefabs.camera.SetActive(true);

            if (startWeapon != WeaponType.None)
            {
                GameObject currentGun = Prefabs.GetWeapon(startWeapon);

                Prefabs.player.GetComponentInChildren <DetectWeapons>().ForcePickup(currentGun);
            }

            Destroy(gameObject);
        }