public void SpawnWave(int quantity, AIWave.eSpawnPosition spawnPos, AIWave.eSpawnSide side, string aiName, bool flipped, bool shouldFlip) { GameObject aiPrefab = null; if (aiName == "AIDrone") { aiPrefab = _AITypes [0].obj; } else if (aiName == "AIHeavyDrone") { aiPrefab = _AITypes [1].obj; } else if (aiName == "AIFastDrone") { aiPrefab = _AITypes [2].obj; } else if (aiName == "AIBombDrone") { aiPrefab = _AITypes [3].obj; } if (aiPrefab == null) { return; } SpawnWave(quantity, spawnPos, side, aiPrefab, flipped, shouldFlip); }
public void SpawnWave(int quantity, AIWave.eSpawnPosition spawnPos, AIWave.eSpawnSide side, GameObject aiPrefab, bool flipped, bool shouldFlip) { GameObject newWave = Instantiate(wavePrefab) as GameObject; newWave.GetComponent <AIWave>().owner = this.GetComponent <AIWaveManager>(); Vector3 newPosition = Vector3.zero; if (side == AIWave.eSpawnSide.LEFT) { newPosition.x -= roomsizeX / 2.0f; //Camera.main.ViewportToWorldPoint(new Vector3(0.25f, 0.5f, 0.0f)); } else if (side == AIWave.eSpawnSide.RIGHT) { newPosition.x += roomsizeX / 2.0f + 2.0f; //Camera.main.ViewportToWorldPoint(new Vector3(0.25f, 0.5f, 0.0f)); } newPosition.y = spawnY; newPosition.z = _spawnDistanceFromCamera; newWave.transform.position = newPosition; newWave.GetComponent <AIWave>().Spawn(quantity, spawnPos, side, aiPrefab, flipped, shouldFlip); }