void SpawnEnemyWave(int enemiesToSpawn) { Vector3 powerupSpawnOffset = new Vector3(0, 0, -15); // make powerups spawn at player end // If no powerups remain, spawn a powerup if (GameObject.FindGameObjectsWithTag("Powerup").Length == 0) // check that there are zero powerups { Instantiate(powerupPrefab, GenerateSpawnPosition() + powerupSpawnOffset, powerupPrefab.transform.rotation); } // Spawn number of enemy balls based on wave number for (int i = 0; i < enemiesToSpawn; i++) { GameObject enemy = Instantiate(enemyPrefab, GenerateSpawnPosition(), enemyPrefab.transform.rotation); EnemyX ec = enemy.GetComponent <EnemyX>(); ec.speed += waveCount * 10; } waveCount++; ResetPlayerPosition(); // put player back at start }
private void Start() { enemyScript = enemyPrefab.GetComponent <EnemyX>(); }
// Start is called before the first frame update void Start() { enemyScript = enemyPrefab.GetComponent <EnemyX>(); enemyScript.speed = 9; }
private void Start() { enemyX = enemyPrefab.GetComponent <EnemyX>(); enemyX.speed = 200.0f; }