// Test SpawnWave Coroutine. void SpawnWave() { enemiesSpawned++; Debug.Log(name + ": Testing. Enemies Spawned = " + enemiesSpawned, this); Enemy enemy = Instantiate(enemyPrefab, transform); EnemySpawned?.Invoke(endPath); }
private static Enemy SpawnEnemy() { var enemy = PoolObjects.Get <Enemy>(); enemy.Transform.SetParent(_enemyContainer); enemy.Speed = _currentEnemySpeed; enemy.Transform.position = GetRandomPosition; EnemyInGame.Add(enemy); EnemySpawned?.Invoke(enemy); return(enemy); }
private void Spawn() { if (_enemyCount >= MaxCount) { return; } var enemy = Instantiate(_enemyPrefab, PositionGenerator.GetRandomPosition(PositionSettings), GetRandomRotation()); _enemyCount++; EnemySpawned?.Invoke(enemy); enemy.GetComponent <AircraftController>().Died += () => _enemyCount--; }
private void SpawnEnemy() { var spawnPlace = GetSpawnCoords(); var enemySpawned = Instantiate(_enemyPrefabs[Random.Range(0, _enemyPrefabs.Count)], spawnPlace, Quaternion.identity); enemySpawned.transform.parent = _spawnParent; _enemiesSpawned.Add(enemySpawned); EnemySpawned?.Invoke(enemySpawned); var killableEvent = enemySpawned.GetComponent <KillableEvent>(); if (killableEvent != null) { killableEvent.KillableDead += OnKillableDead; } }
void GenerateEnemy(int health = 100) { int i = Random.Range(0, enemies.Length); var newEnemy = Instantiate(enemies[i], gameObject.transform); var enemyScript = newEnemy.GetComponent <EnemyScript>(); enemyScript.TargetPosition = spawnPosition; enemyScript.MoveTime = TimeToEnter; enemyScript.RotationSpeed = Random.Range(rotSpeedMin, rotSpeedMax); enemyScript.BobAmplitude = bobAmplitude; enemyScript.BobSpeed = bobSpeed; var material = newEnemy.GetComponentInChildren <MeshRenderer>().material; material.SetFloat("_Resolution", Random.Range(noiseResolutionMin, noiseResolutionMax)); material.SetFloat("_Speed", Random.Range(noiseSpeedMin, noiseSpeedMax)); CurrentEnemy = new Enemy(newEnemy, health); EnemySpawned.Invoke(newEnemy); }