// Start is called before the first frame update void Start() { // Create a temporary reference to the current scene. Scene currentScene = SceneManager.GetActiveScene(); // Retrieve the name of this scene. string sceneName = currentScene.name; // set the delay of the enemy depending on which level the player is on if (sceneName == "GameSceneL1") { spawnDelay = 30.0f; } else if (sceneName == "GameSceneL2") { spawnDelay = 20.0f; } else if (sceneName == "GameSceneL3") { spawnDelay = 20.0f; } // get the enemey parent object enemyParent = ParentUtils.GetEnemyParent(); // need to get a list of spawn points spawnPoints = GetComponentsInChildren <SpawnPoint>(); SpawnRepeating(); }
void Start() { // get the enemey parent object enemyParent = ParentUtils.GetEnemyParent(); // need to get a list of spawn points spawnPoints = GetComponentsInChildren <SpawnPoint>(); SpawnRepeating(); }
private List <Enemy> enemies; // List of enemies #endregion // Start is called before the first frame update void Start() { enemies = new List <Enemy>(); // Instantiate new list of enemies /* * Using the ParentUtils class, get the enemy parent object. An attempt to find the game object is made first. * If unable to be found, the game object is created */ enemyParent = ParentUtils.GetEnemyParent(); }