// Use this for initialization void Awake() { areamanref = GetComponent <areamanager>(); for (int i = 1; i <= poolareacount; i++) { Vector3 vec3; vec3.x = Random.Range(randomXmin, randomXmax); vec3.y = Random.Range(randomymin, randomymax); vec3.z = Random.Range(randomZmin, randomZmax); GameObject enemypoolarea = Instantiate(poolareaobj, transform.position, transform.rotation) as GameObject; enemypoolarea.transform.SetParent(transform); enemypoolarea.transform.localPosition = vec3; poolareas.Add(enemypoolarea.transform); // print("made and moved"); } StartCoroutine(enemyreleasewait()); }
void Awake() { coll = GetComponent <Collider>(); manref = GetComponentInParent <areamanager>(); manref.locks.Add(GetComponent <basicLock>()); }