public GameObject SpawnCertainMonsterWithoutName(GameObject monster) { var enemy = Instantiate(monster, transform.position, Quaternion.identity); if (!anyBoy) { anyBoy = true; CurrentEnemy.SetCurrentEnemy(currentEvilDictionary[randomSequence[sequenceIndex]], enemy); enemy.GetComponent <MonsterLife>().MakeBoy(); currentBoy = enemy; } enemy.GetComponentInChildren <TMPro.TextMeshPro>().text = currentEvilDictionary[randomSequence[sequenceIndex]]; boysList.Add(enemy); //roomLighting.AddToLight(1); if (!SpawnZone) { SetMonsterPosition(enemy); } else { enemy.transform.position = SpawnZone.SpawnPosition(); } sequenceIndex++; return(enemy); }
public void MakeMonsterActive(string name1) { GameObject currentEnemy1 = boysList.Find(x => x.GetComponentInChildren <TMPro.TextMeshPro>().text == name1); if (currentEnemy) { currentBoy.GetComponent <MonsterLife>().MakeNoBoy(); currentEnemy1.GetComponent <MonsterLife>().MakeBoy(); CurrentEnemy.SetCurrentEnemy(name1, currentEnemy1); boysList.Remove(currentEnemy1); boysList.Insert(0, currentEnemy1); currentBoy = currentEnemy1; } }
public static void ChangeTheBoy(GameObject oldBoy) { if (scenesController) { scenesController.CurrentCount(1); } roomLighting.AddToLight(1); boysList.Remove(oldBoy); if (boysList.Count != 0) { var nextBoy = boysList[Random.Range(0, boysList.Count)]; CurrentEnemy.SetCurrentEnemy(nextBoy.GetComponentInChildren <TMPro.TextMeshPro>().text, nextBoy); nextBoy.GetComponent <MonsterLife>().MakeBoy(); currentBoy = nextBoy; } else { anyBoy = false; } }
public void SpawnСertainMonsterWithName(GameObject monster, string name, bool makeBoyIfPossible = true) { var enemy = Instantiate(monster, transform.position, Quaternion.identity); if (!anyBoy) { anyBoy = true; CurrentEnemy.SetCurrentEnemy(name, enemy); enemy.GetComponent <MonsterLife>().MakeBoy(); currentBoy = enemy; } enemy.GetComponentInChildren <TMPro.TextMeshPro>().text = name; boysList.Add(enemy); //roomLighting.AddToLight(1); if (!SpawnZone) { SetMonsterPosition(enemy); } else { enemy.transform.position = SpawnZone.SpawnPosition(); } }
private void SpawnMonsters(int waveNum) { var enemyWave = Instantiate(enemyWaves[waveNum], transform.position, Quaternion.identity); int enemiesInWave = enemyWave.transform.childCount; for (int i = 0; i < enemiesInWave; i++) { var enemy = enemyWave.transform.GetChild(i).gameObject; if (i == 0) { // If there is no active enemy name if (!anyBoy) { anyBoy = true; CurrentEnemy.SetCurrentEnemy(currentEvilDictionary[randomSequence[sequenceIndex]], enemy); enemy.GetComponent <MonsterLife>().MakeBoy(); currentBoy = enemy; } } // Set random enemy name from the dictionary enemy.GetComponentInChildren <TMPro.TextMeshPro>().text = currentEvilDictionary[randomSequence[sequenceIndex]]; boysList.Add(enemy); if (!SpawnZone) { SetMonsterPosition(enemy); } else { enemy.transform.position = SpawnZone.SpawnPosition(); } sequenceIndex++; } }