public void InstantiateEnemy(GameElementConstants.EnemyType enemyType) { Enemy enemy = null; switch (enemyType) { case GameElementConstants.EnemyType.YELLOW: //enemy = new Enemy(GameElementConstans.MoveState.FAST, this.player, GameElementConstans.enemyYellowPath, enemyType, this); enemy = new Enemy(GameElementConstants.Enemies.YellowDemon, this.player, this); break; case GameElementConstants.EnemyType.RED: //enemy = new Enemy(GameElementConstans.MoveState.MEDIUN, this.player, GameElementConstans.enemyRedPath, enemyType, this); enemy = new Enemy(GameElementConstants.Enemies.RedDemon, this.player, this); break; case GameElementConstants.EnemyType.GREEN: //enemy = new Enemy(GameElementConstans.MoveState.SLOW, this.player, GameElementConstans.enemyGreenPath, enemyType, this); enemy = new Enemy(GameElementConstants.Enemies.GreenDemon, this.player, this); break; default: return; } EnemyInit(enemy); }
public void InstantiateEnemyRandom() { if (GamePlayTime.Instance.IsPaused) { return; } if (GameElementConstants.Boss) { return; } //inicializar vergas GameElementConstants.EnemyType type = GameElementConstants.EnemyType.RED; int length = 0; //cuantos elementos hay en el enum? length = System.Enum.GetValues(typeof(GameElementConstants.EnemyType)).Length; //elige uno type = (GameElementConstants.EnemyType)Random.Range(0, length); //instantiate dat shit n***a. InstantiateEnemy(type); }