private void Awake() { instance = this; GetAllDoors(); GetAllCoinSpawns(); }
// Use this for initialization void Start() { _all.Add(this); timeSinceLastSpawn = Random.value; orks = new List <GameObject>(); spawner = new RandomSpawner(this.transform, minRange, maxRange); }
// Use this for initialization void Start() { theInstance = this; timeSinceLastSpawn = Random.value; spawnRate = initialFortSpawnRate; spawner = new RandomSpawner(this.transform, minRange, maxRange); SpawnInitialFort(); }
void Awake() { RS = this; enemySpawnRate = 1f / enemySpawnPerSecond; StartCoroutine(SpawnEnemy()); } //end Awake
public void Initialize(RandomSpawner spawner, int cellIndex) { Assert.IsFalse(isInitialized, "The grid cell is already initialized."); this.spawner = spawner; this.cellIndex = cellIndex; isInitialized = true; }
void Start() { spawner = GetComponent <RandomSpawner>(); while (MakeMushroom(useGenetic: false) != null) { } StartCoroutine(SpawnMushroomCoroutine()); }
void SpawnObjects(RandomSpawner data) { int randomIteraction = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); for (int i = 0; i < randomIteraction; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } }
public void Build(Vector2 destination) { var nextLocation = new RandomSpawner(destination, hutBuildDistance - 0.1f, hutBuildDistance + 0.1f).NextLocation(); this.buildDestination = new Vector3(nextLocation.x, this.transform.position.y, nextLocation.y ); state = VillagerState.MovingToBuilding; }
void SpawnObjects(RandomSpawner data) { int randomInteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); for (int i = 0; i < randomInteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], data.spawnerData.itemToSpawn.gameObject.transform.rotation, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); Debug.Log("Spawned object"); } }
// Use this for initialization void Start() { theInstance = this; spawner = new RandomSpawner(this.transform, minRange, maxRange); stateActions = new Dictionary <BuildState, Action> { { BuildState.SpawningVillagers, WaitForCapacity }, { BuildState.LookingForLocation, FindNextBuildSite }, { BuildState.AssemblingBuilders, GatherBuilders }, { BuildState.BuildingHut, BuildHut } }; SpawnHut(new Vector2(0, 0)); }
void SpawnObjects(RandomSpawner data) { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); grid.room.amountOfEnemies = randomIteration; for (var i = 0; i < grid.room.amountOfEnemies; i++) { if (!(grid.availablePoints.Count == 0)) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform); grid.availablePoints.RemoveAt(randomPos); } } }
// Use this for initialization void Start() { // Initialize boss. boss = new Boss(); bossFlasher = bossImageObj.GetComponent <ColorFlasher>(); bossHpBar = bossHpBarObj.GetComponent <ScalingBar>(); bossHpBar.maxValue = boss.hp; bossHpBar.curValue = boss.hp; // Initialize characters. characters = new List <Character>(); characters.Add(new Character().setMaxHp(150)); // Warrior gets more hp characters.Add(new Character().setMovespeed(400f)); // Thief moves faster characters.Add(new Character()); currentCharacterHpBar = thiefHpBarObj.GetComponent <ScalingBar>(); currentCharacterHpBar.maxValue = characters[1].hp; currentCharacterHpBar.curValue = characters[1].hp; currentCharacterHpBar = mageHpBarObj.GetComponent <ScalingBar>(); currentCharacterHpBar.maxValue = characters[2].hp; currentCharacterHpBar.curValue = characters[2].hp; currentCharacterHpBar = warriorHpBarObj.GetComponent <ScalingBar>(); currentCharacterHpBar.maxValue = characters[0].hp; currentCharacterHpBar.curValue = characters[0].hp; randSpawner = randomSpawnerObj.GetComponent <RandomSpawner>(); // Initialize GUI things. attackButtonPosition = attackButton.GetComponent <RectTransform>().anchoredPosition; itemButtonPosition = itemButton.GetComponent <RectTransform>().anchoredPosition; magicButtonPosition = magicButton.GetComponent <RectTransform>().anchoredPosition; warriorPanelPosition = warriorPanel.GetComponent <RectTransform>().anchoredPosition; thiefPanelPosition = thiefPanel.GetComponent <RectTransform>().anchoredPosition; magePanelPosition = magePanel.GetComponent <RectTransform>().anchoredPosition; commandSelectorRect = commandSelector.GetComponent <RectTransform>(); characterSelectorRect = characterSelector.GetComponent <RectTransform>(); turnBar = turnBarObj.GetComponent <ScalingBar>(); turnBar.maxValue = turnDuration; turnBar.curValue = 0; turnBarFlasher = turnBarHighlightObj.GetComponent <ColorFlasher>(); soundController = soundObj.GetComponent <SoundController>(); pointer = FindObjectOfType <PointerController>(); pointer.setCharacter(currentCharacter); }
void CheckForWandering() { var second = (int)Time.timeSinceLevelLoad; if (second != lastWanderCheck && UnityEngine.Random.value < wanderOdds) { var nextLocation = RandomSpawner.LocationNear( new Vector2(this.transform.position.x, this.transform.position.z), wanderingRadius ); wanderDestination = new Vector3(nextLocation.x, this.transform.position.y, nextLocation.y ); this.state = VillagerState.Wandering; } lastWanderCheck = second; }
private void Start() { _nextSpawn = _pauseTime + Time.time; _spawner = GetComponent <RandomSpawner>(); _hyperdrive = FindObjectOfType <Hyperdrive>(); }
// Use this for initialization void Start() { health = maxHealth; control = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Controller>(); rs = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <RandomSpawner>(); }
void SpawnObjects(RandomSpawner data) { if (data.name.Contains("Enemy")) { switch (PlayerController.currentLevel) { case 1: if (data.name == "Enemy1") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 3); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy2") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } break; case 2: if (data.name == "Enemy1") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 4); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy2") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } break; case 3: if (data.name == "Enemy1") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy2") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy3") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } break; case 4: if (data.name == "Enemy1") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy2") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 3); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy3") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } break; case 5: if (data.name == "Enemy1") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy2") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 3); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy3") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy4") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } break; case 6: if (data.name == "Enemy1") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy2") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy3") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 3); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy4") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 2); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } break; default: if (data.name == "Enemy1") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + (int)Mathf.Ceil(PlayerController.currentLevel)); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy2") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + (int)Mathf.Ceil(PlayerController.currentLevel / 2)); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy3") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + (int)Mathf.Ceil(PlayerController.currentLevel / 3)); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } else if (data.name == "Enemy4") { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + (int)Mathf.Ceil(PlayerController.currentLevel / 5)); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } break; } } else { int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); for (int i = 0; i < randomIteration; i++) { int randomPos = Random.Range(0, grid.availablePoints.Count - 1); GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; grid.availablePoints.RemoveAt(randomPos); } } /* if(PlayerController.currentLevel < 3) * { * int randomIteration = Random.Range(data.spawnerData.minSpawn, data.spawnerData.maxSpawn + 1); * if (data.name != "Enemy3") * { * for (int i = 0; i < randomIteration; i++) * { * int randomPos = Random.Range(0, grid.availablePoints.Count - 1); * GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; * grid.availablePoints.RemoveAt(randomPos); * } * } * else * { * for (int i = 0; i < randomIteration; i++) * { * int randomPos = Random.Range(0, grid.availablePoints.Count - 1); * GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; * grid.availablePoints.RemoveAt(randomPos); * } * } * * } * else * { * int randomIteration = Random.Range(data.spawnerData.minSpawn + PlayerController.currentLevel-2, data.spawnerData.maxSpawn + PlayerController.currentLevel - 2); * if (data.name != "Enemy") * { * for (int i = 0; i < randomIteration; i++) * { * int randomPos = Random.Range(0, grid.availablePoints.Count - 1); * GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; * grid.availablePoints.RemoveAt(randomPos); * } * } * else * { * for (int i = 0; i < randomIteration; i++) * { * int randomPos = Random.Range(0, grid.availablePoints.Count - 1); * GameObject go = Instantiate(data.spawnerData.itemToSpawn, grid.availablePoints[randomPos], Quaternion.identity, transform) as GameObject; * grid.availablePoints.RemoveAt(randomPos); * } * } * }*/ }
// Use this for initialization void Start() { _all.Add(this); timeSinceLastSpawn = UnityEngine.Random.value; spawner = new RandomSpawner(this.transform, minRange, maxRange); }
private void Start() { _nextSpawn = _pauseTime + Time.time; _spawner = GetComponent <RandomSpawner>(); }