private void _spawnInLane(int laneIndex) { EventSystem.current.SetSelectedGameObject(null); var e = new Events.PurchaseEvent(Side.Player, laneIndex); Game.PushEvent(e); }
// Update is called once per frame void Update() { var state = Game.State; var difficulty = state.Difficulty; var money = state.EnemyResources; if (state.Winner != Side.Neutral) { return; } if (State.SpawnCooldown > 0 || money <= 0) { State.SpawnCooldown -= Time.deltaTime; } else { var laneKey = EnemyAI.GetSpawnLaneKey(state, Game.Queries); if (laneKey != null) { var e = new Events.PurchaseEvent(Side.Enemy, Int32.Parse(laneKey)); Game.PushEvent(e); State.SpawnCooldown = EnemyAI.GetCooldownForDifficulty(difficulty); } else { Debug.LogWarning("EnemyAI: failed to obtain a valid spawn lane"); } } }