// Update is called once per frame void Update() { elapsedSinceSpawn += Time.deltaTime; if (elapsedSinceSpawn >= spawnDelay) { if (liveEnemies.Count < enemyCap) { GameObject newEnemyObj = Instantiate(enemyPrefab); newEnemyObj.transform.position = myCell.transform.position; Brawler newBrawler = newEnemyObj.GetComponent <Brawler>(); newBrawler.SetStartingCell(myCell); newBrawler.SetGenerator(this); liveEnemies.Add(newEnemyObj); } elapsedSinceSpawn = 0; } }
private void SpawnBrawler() { int numColumns = NumCellsX; int numRows = NumCellsZ; int spawnColumn = Random.Range(MinEnemyDistFromPlayer, numColumns); int spawnRow = Random.Range(MinEnemyDistFromPlayer, numRows); Cell brawlerSpawnCell = GetCellAt(spawnColumn, spawnRow); Vector3 cellpos = brawlerSpawnCell.transform.position; Vector3 spawnPos = new Vector3(cellpos.x, 0.0f, cellpos.z); GameObject BrawlerObj = Instantiate(brawlerPrefab); BrawlerObj.transform.position = spawnPos; Brawler newBrawler = BrawlerObj.GetComponent <Brawler>(); newBrawler.SetStartingCell(brawlerSpawnCell); }