void Start() { playerEntety = FindObjectOfType <Player>(); playerT = playerEntety.transform; nextCampCheckTime = timeBetweenCampingChacks + Time.time; campPosOld = playerT.position; playerEntety.OnDeath += OnPlayerDeath; for (int i = 0; i < waves.Length; i++) { if (i == 0) { waves[0].enemyCount = startAmount; waves[0].timeBetweenSpawns = startSpawnTime; } else { waves[i].enemyCount = waves[0].enemyCount + waves[0].enemyCount * i; waves[i].timeBetweenSpawns = waves[i - 1].timeBetweenSpawns - waves[0].timeBetweenSpawns / waves.Length; } } map = FindObjectOfType <MapGenerator>(); NextWave(); }
protected override void Start() { base.Start(); pathfinder = GetComponent <UnityEngine.AI.NavMeshAgent>(); if (GameObject.FindGameObjectWithTag("GM").GetComponent <Spawner>().currentWaveNumber - 1 != 0) { pathfinder.speed += pathfinder.speed * ((GameObject.FindGameObjectWithTag("GM").GetComponent <Spawner>().currentWaveNumber - 1) / 2); } //Debug.Log(GameObject.FindGameObjectWithTag("GM").GetComponent<Spawner>().currentWaveNumber); if (GameObject.FindGameObjectWithTag("Player") != null) { currentSrate = State.Chasing; hasTarget = true; target = GameObject.FindGameObjectWithTag("Player").transform; targetEntety = target.GetComponent <LivingEntety>(); targetEntety.OnDeath += OnTargetDeath; myCollisionRadius = GetComponent <CapsuleCollider>().radius; targetCollisionRadius = target.GetComponent <CapsuleCollider>().radius; StartCoroutine(UpdatePath()); } }