public void Init(GameManager.NodeType type) { player = Instantiate(player, new Vector2(player.transform.position.x, player.transform.position.y - offsety), Quaternion.identity); switch (type) { default: case GameManager.NodeType.Enemy: enemy = enemies[Random.Range(0, enemies.Count)]; enemy = Instantiate(enemy, new Vector2(enemy.transform.position.x, enemy.transform.position.y - offsety), Quaternion.identity); break; case GameManager.NodeType.Miniboss: enemy = miniBosses[Random.Range(0, miniBosses.Count)]; enemy = Instantiate(enemy, new Vector2(enemy.transform.position.x, enemy.transform.position.y - offsety), Quaternion.identity); break; case GameManager.NodeType.Boss: enemy = Instantiate(boss, new Vector2(boss.transform.position.x, boss.transform.position.y - offsety), Quaternion.identity); break; } }
public void RefreshType(GameManager.NodeType newType) { nodeType = newType; GetComponent <SpriteRenderer>().sprite = sprites[(int)nodeType]; }
// Start is called before the first frame update void Awake() { nodeType = (GameManager.NodeType)Random.Range(0, sprites.Count - 4); GetComponent <SpriteRenderer>().sprite = sprites[(int)nodeType]; }