void SpawnShip() { Vector2 spawnPoint = Vector2.zero; Collider2D hit = null; //assigned just to get the compiler to shut up for (int i = 0; i < 10; i++) { spawnPoint = spawningRange * Random.insideUnitCircle; hit = Physics2D.OverlapCircle(spawnPoint, spawningClearance, shipLayerMask); if (hit == null) { break; } } if (hit != null) { Debug.Log("No Valid Spawning Places found"); } Ship spawnedShip = (Instantiate(shipPrefab, spawnPoint, RandomLib.Random2DRotation()) as GameObject).GetComponent <Ship>(); spawnedShip.Side = side; spawnedShip.Subscribe <ShipDestroyedMessage>(this); Debug.Log("Spawned New Ship!"); }
public void Notify(DoubleLeftMouseClickMessage m) { Ship spawnedShip = (Instantiate(enemyShip, m.worldPoint, RandomLib.Random2DRotation()) as GameObject).GetComponent <Ship>(); spawnedShip.Side = 1; }