private EnemySpaceship SpawnEnemyUnit() { GameObject spawnedEnemyObject = _enemySpawner.Spawn(); EnemySpaceship enemyShip = spawnedEnemyObject.GetComponent <EnemySpaceship>(); if (enemyShip != null) { enemyShip.SetMovementTargets(_enemyMovementTargets); } return(enemyShip); }
public void SpawnPowerUp(EnemySpaceship enemySpaceship, string powerUpType) { if (powerUpType == "health") { Instantiate(_healthPowerUpPrefab, enemySpaceship.transform.position, new Quaternion()); } if (powerUpType == "weapon") { Instantiate(_weaponPowerUpPrefab, enemySpaceship.transform.position, new Quaternion()); } }
private IEnumerator SpawnRoutine() { yield return(new WaitForSeconds(_waitToSpawn)); while (_enemyCount <= _maximumEnemyUnitsToSpawn) { EnemySpaceship enemy = SpawnEnemyUnit(); if (enemy != null) { _enemyCount++; } else { Debug.LogError("Could not spawn an enemy."); yield break; } yield return(new WaitForSeconds(_spawnInterval)); } }