public Baseenemy spawn(Baseenemy b) { Random.seed = System.DateTime.Now.Millisecond + 1; int rand = Random.Range(0, i); //Debug.Log("enemy spawned at"+location[rand].x + " " + location[rand].y + "i" +i); activated = false; return (Baseenemy)Instantiate(b, location[rand], Quaternion.Euler(0, 0, 0)); }
public Baseenemy spawn(Baseenemy b) { Random.seed = System.DateTime.Now.Millisecond + 1; int rand = Random.Range(0, i); //Debug.Log("enemy spawned at"+location[rand].x + " " + location[rand].y + "i" +i); activated = false; return((Baseenemy)Instantiate(b, location[rand], Quaternion.Euler(0, 0, 0))); }
// Update is called once per frame void Update() { if (!Time_Count.game_pause) { totaltime += Time.deltaTime; timer -= Time.deltaTime; int noSpawns = 10; while (timer <= 0 && noSpawns >= 0) { noSpawns--; object[] enemiesonscreen = FindObjectsOfType <Baseenemy>(); if (enemiesonscreen.Length > maxnumberofenemes) { break; } Random.seed = System.DateTime.Now.Millisecond; int rand1 = Random.Range(0, enemies.Length); int rand2 = 0; rand2 = Random.Range(0, spawnPoints.Length); // Spawn an enemy if (spawnPoints[rand2].activated) { Baseenemy enemy = spawnPoints[rand2].spawn(enemies[rand1]); enemy.TimeIncrease(totaltime); timer += rate; print(cnt++); } } // Boss spawn. if (totaltime > (float)bossSpawn) { Random.seed = System.DateTime.Now.Millisecond; int rand1 = Random.Range(0, bosses.Length); int rand2 = Random.Range(0, spawnPoints.Length); // Attempt to spawn a boss if (spawnPoints[rand2].activated) { bossSpawn += 300; Baseenemy enemy = spawnPoints[rand2].spawn(bosses[rand1]); enemy.TimeIncrease(totaltime); } } if (rate > 0.5f) { // Increase difficulty if (r_timer <= 0f) { rate -= 0.1f; r_timer = 60f; if (numToSpawnatOnce < 12) { numToSpawnatOnce += 1; } } else { r_timer -= Time.deltaTime; } } } }