/// <summary> /// Spawns a Boss enemy just on screen in the top-left corner. /// </summary> /// <param name="bossType"> The type of boss enemy to spawn.</param> void BossWave(BossGenerator.Boss bossType) { ICollection <IGenerator> wave = new LinkedList <IGenerator>(); BossGenerator g = new BossGenerator(bossType, new Vector2(50, 50)); wave.Add(g); waves.Enqueue(wave); }
private void Start() { factory = GetComponent <BossGenerator>(); if (factory.type == BossType.NormalBoss) { desc.text = "Normal Boss"; } else if (factory.type == BossType.EventBoss) { desc.text = "Event Boss"; } Transform tran = this.gameObject.transform; factory.CreateBoss(tran); }
public static GameObject CreateBoss(int x, int y, int level) { GameObject go = GameObject.Instantiate("Boss"); //MonsterGenerator.Fill(rand, level, go); BossGenerator.Fill(rand, level, go, oneInNShiny); go.Transform.position = new Vec2i(x, y); //go.transform.position.x = x; //go.transform.position.y = y; Inventory i = (Inventory)go.AddComponent(new Inventory()); i.Add(new Item("The Ultimate Thing")); MapTile mt = (MapTile)go.GetComponent <MapTile>(); //mt.character = 'ß'; return(go); }