private Enemy.movement getNextMovement() { Enemy.movement move = Enemy.movement.wander; switch (currentMovement) { case Enemy.movement.wander: move = Enemy.movement.waypoint_seq; break; case Enemy.movement.waypoint_seq: move = Enemy.movement.waypoint_rand; break; case Enemy.movement.waypoint_rand: move = Enemy.movement.wander; break; default: move = Enemy.movement.waypoint_seq; break; } return(move); }
private void Update() { movement = manager.currentMovement; string mov = ""; switch (movement) { case Enemy.movement.wander: mov = "Wander"; break; case Enemy.movement.waypoint_rand: mov = "Waypoint Rand"; break; case Enemy.movement.waypoint_seq: mov = "Waypoint Seq"; break; } if (SceneManager.GetActiveScene().buildIndex > 2) { text.text = "Movement: " + mov + "\nEnemy Count: " + Enemy.GetEnemyCount() + "\nEnemies Destroyed: " + Enemy.GetEnemyDestroyed(); } else { text.text = "Enemy Count: " + Enemy.GetEnemyCount() + "\nEnemies Destroyed: " + Enemy.GetEnemyDestroyed(); } }
private void Update() { count = Enemy.GetEnemyCount(); if (count < min) { enemies.Add(spawn().GetComponent <Enemy>()); } if (Input.GetKeyDown(KeyCode.J)) { currentMovement = getNextMovement(); foreach (Enemy enemy in Enemy.enemies) { enemy.SwapMovement(currentMovement); } } }