/// <summary> /// This controls the order of events for the UFO spawner. enables and disables the tracktor beam mesh and plays and stops the animation for the tracktor beam. /// </summary> /// <returns></returns> IEnumerator UfoSpawn() { ufo.Pause(); yield return(new WaitForSeconds(.5f)); tractorBeam.enabled = true; tracktorBeamAnimator.SetBool("isUp", false); //Spawn Enemy spawn.SpawnEnemy(); yield return(new WaitForSeconds(1f)); tracktorBeamAnimator.SetBool("isUp", true); tracktorBeamAnimator.SetBool("isUp", false); //Spawn Enemy spawn.SpawnEnemy(); yield return(new WaitForSeconds(1f)); tracktorBeamAnimator.SetBool("isUp", true); yield return(new WaitForSeconds(1f)); tracktorBeamAnimator.SetBool("isUp", false); //Spawn Enemy spawn.SpawnEnemy(); yield return(new WaitForSeconds(1f)); tracktorBeamAnimator.SetBool("isUp", true); tractorBeam.enabled = false; yield return(new WaitForSeconds(.5f)); ufo.Resume(); }
private void Level_1(int wave) { switch (wave) { case 1: spawnEnemies.SpawnEnemy(3, 3, "LaserEnemy", 10, 1, 2); break; case 2: spawnEnemies.SpawnEnemy(3, 3, "RocketEnemy", 10, 1, 2); break; case 3: spawnEnemies.SpawnEnemy(5, 3, "FireEnemy", 10, 1, 2); break; } }