void Awake() { if(spawnAnim){ aud = GetComponent<AudioSource>(); } defaultEquipped = equipped; }
void Awake() { if (spawnAnim) { aud = GetComponent <AudioSource>(); } defaultEquipped = equipped; }
public override void Spawn() { base.Spawn(); if (canSpawn) { equipped = defaultEquipped; if (spawnAnim) { GetComponent <Animator>().Play("Spawner"); aud.clip = spawnFX[UnityEngine.Random.Range(0, spawnFX.Length)]; aud.Play(); //print ("wtf"); //AudioSource.PlayClipAtPoint(spawnFX[i], transform.position,0.1f); } if (vehicleMode) { transform.parent.Find("passenger").gameObject.SetActive(false); StartCoroutine(passengerBack()); } //print ("equipped "+equipped); if (equipped == Enemy.Equipped.RANDOM) { equipped = (Enemy.Equipped)Random.Range(0, 4); //GameUtiils.GetRandomEnum<Enemy_Soldier.Equipped>(); } if (randomSpeed) { speed = Random.Range(0, 6); } if (Random.Range(0, 10) > 5) { flip = true; } else { flip = false; } if (openChuteDelay < 0) { openChuteDelay = Random.Range(.5f, 1.6f); } if (spawnSquad) { SpawnSquad(); } else { MakeEnemy(transform.position); } } }
public override void Spawn() { base.Spawn (); if(canSpawn){ equipped = defaultEquipped; if(spawnAnim){ GetComponent<Animator>().Play ("Spawner"); aud.clip = spawnFX[UnityEngine.Random.Range (0, spawnFX.Length)]; aud.Play (); //print ("wtf"); //AudioSource.PlayClipAtPoint(spawnFX[i], transform.position,0.1f); } if(vehicleMode){ transform.parent.Find ("passenger").gameObject.SetActive(false); StartCoroutine(passengerBack()); } //print ("equipped "+equipped); if(equipped == Enemy.Equipped.RANDOM){ equipped = (Enemy.Equipped)Random.Range(0,4);//GameUtiils.GetRandomEnum<Enemy_Soldier.Equipped>(); } if(randomSpeed){ speed = Random.Range(0,6); } if(Random.Range(0,10)>5){ flip = true; }else{ flip = false; } if(openChuteDelay<0){ openChuteDelay = Random.Range(.5f,1.6f); } if(spawnSquad){ SpawnSquad(); }else{ MakeEnemy(transform.position); } } }
private void SpawnSquad() { var pos = transform.position; var offset = 2; var rnd = false; if (!randomSquadEquipped) { rnd = true; } for (int r = 0; r <= 2; r++) { for (int i = 0; i <= 2; i++) { //pos.x += offset; if (rnd) { equipped = (Enemy.Equipped)Random.Range(0, 4); //GameUtiils.GetRandomEnum<Enemy_Soldier.Equipped>(); } MakeEnemy(pos); spawnCount++; pos.x += 2; } pos.x = transform.position.x + offset; if (offset > 0) { offset = 0; } else { offset = 2; } pos.y -= 6; } spawnCount--; //base class already adds 1 }
private void SpawnSquad() { var pos = transform.position; var offset = 2; var rnd = false; if(!randomSquadEquipped){ rnd = true; } for(int r = 0; r <= 2; r++){ for(int i = 0; i <= 2;i++){ //pos.x += offset; if(rnd){ equipped = (Enemy.Equipped)Random.Range(0,4);//GameUtiils.GetRandomEnum<Enemy_Soldier.Equipped>(); } MakeEnemy(pos); spawnCount++; pos.x += 2; } pos.x = transform.position.x +offset; if(offset>0){ offset = 0; }else{ offset = 2; } pos.y -= 6; } spawnCount--;//base class already adds 1 }