// Update is called once per frame void Update() { //De arriba hacia abajo if (enemySpawnPosS == "up") { EnemyMovements.moveUpToDown(gameObject, enemySpeed); //movement(randomType); } //Derecha a izquierda if (enemySpawnPosS == "right") { EnemyMovements.moveRightToLeft(gameObject, enemySpeed); //movement(randomType); } //Izquierda a Derecha. if (enemySpawnPosS == "left") { EnemyMovements.moveLeftToRight(gameObject, enemySpeed); //movement(randomType); } //De abajo hacia arriba if (enemySpawnPosS == "down") { EnemyMovements.moveDownToUp(gameObject, enemySpeed); //movement(randomType); } //Una vez dentro de la pantalla activar if (inField) { StartCoroutine(checkResult()); } }
void movement(int randomType) { switch (randomType) { //Mover con funcio seno case 0: EnemyMovements.moveSin(gameObject, randomDis, randomDisType, enemySpawnPos.x, invert); break; case 1: EnemyMovements.moveX2(gameObject, randomDis, randomDisType, enemySpawnPos.x, invert); break; case 2: EnemyMovements.moveX3(gameObject, randomDis, randomDisType, enemySpawnPos.x, invert); break; //Mover en diagonal default: if (enemySpawnPosS == "right" || enemySpawnPosS == "left") { if (enemySpawnPos.y > 2.0f) { EnemyMovements.moveUpToDown(gameObject, enemySpeed); } if (enemySpawnPos.y < -2.0f) { EnemyMovements.moveDownToUp(gameObject, enemySpeed); } } if (enemySpawnPosS == "up" || enemySpawnPosS == "down") { if (enemySpawnPos.x > 2.0f) { EnemyMovements.moveRightToLeft(gameObject, enemySpeed); } if (enemySpawnPos.x < -2.0f) { EnemyMovements.moveLeftToRight(gameObject, enemySpeed); } } break; } }