コード例 #1
0
    private void spawnEnemy(EnemyLevels _enemyL)
    {
        Vector3 posToSpawn = new Vector3(Random.Range(-8f, 8f), 7, 0);                // new - wave esting

        GameObject newRot = Instantiate(_rotPrefab, posToSpawn, Quaternion.identity); // new - quizz

        //GameObject newEnemy = Instantiate(_enemyPrefab, posToSpawn, Quaternion.identity); // course-1a

        newRot.transform.parent = _enemyContainer.transform;

        //        GameObject newEnemy = Instantiate(Enemies[enemyLevel], posToSpawn, Quaternion.identity);
        GameObject newEnemy = Instantiate(Enemies[_enemyL], posToSpawn, Quaternion.identity);

        if (enemyLevel != EnemyLevels.Boss)
        {
            newEnemy.transform.parent = newRot.transform;
        }
        else
        {
            Debug.LogError("I am fighting boss !!");
        }

        // newEnemy.transform.parent = _enemyContainer.transform; // old - course-1a

        //newEnemy.SendMessage("setName", SpawnID); // HOW TO MAKE IT WORK WITH SPAWN ID IN ENEMY.CS ?
        numEnemy++;
        spawnedEnemy++;
    }
コード例 #2
0
 private void Optimising(EnemyLevels eL, bool wS, int nE, int nW) //, bool sH)
 {
     enemyLevel = eL;
     waveSpawn  = wS;
     numEnemy   = nE;
     numWaves   = nW;
     //       isShielded = sH;
     Debug.Log("We are in LEVEL " + eL);
 }
コード例 #3
0
    // spawns an enemy based on the enemy level that you selected
    private void spawnEnemy()
    {
        // Edited/ added by Nikolaj Sloth
        int spawnPointIndex = Random.Range(0, spawnPoints.Length);

        if (enemyStrengthSize >= 3)
        {
            enemyLevel = EnemyLevels.Medium;
            GameObject Enemy = (GameObject)Instantiate(Enemies[enemyLevel], spawnPoints[spawnPointIndex].position, Quaternion.identity);
        }
        else
        {
            GameObject Enemy = (GameObject)Instantiate(Enemies[enemyLevel], spawnPoints[spawnPointIndex].position, Quaternion.identity);
        }

        //
        //Enemy.SendMessage("setName", SpawnID);
        // Increase the total number of enemies spawned and the number of spawned enemies
        numEnemy++;
        spawnedEnemy++;
    }
コード例 #4
0
    // spawns an enemy based on the enemy level that you selected
    private void spawnEnemy()
    {
        // Edited/ added by Nikolaj Sloth
        int spawnPointIndex = Random.Range(0, spawnPoints.Length);
        if (enemyStrengthSize >= 3)
        {
            enemyLevel = EnemyLevels.Medium;
            GameObject Enemy = (GameObject)Instantiate(Enemies[enemyLevel], spawnPoints[spawnPointIndex].position, Quaternion.identity);
        }
        else
        {
            GameObject Enemy = (GameObject)Instantiate(Enemies[enemyLevel], spawnPoints[spawnPointIndex].position, Quaternion.identity);
        }

        //
        //Enemy.SendMessage("setName", SpawnID);
        // Increase the total number of enemies spawned and the number of spawned enemies
        numEnemy++;
        spawnedEnemy++;
    }