void OnTriggerEnter(Collider col) { if (col.transform.tag == "commandInLine") { DifficultyControlBehaviour diffControl = GameControlBehaviour.instance.GetComponent <DifficultyControlBehaviour>(); SpawnBehaviour spawnBehaviour = GameControlBehaviour.instance.GetComponent <SpawnBehaviour>(); GameObject infoTrain = GameControlBehaviour.instance.infoTrain; Debug.Log("Triggered Reching Base Event"); Vector3 parkPos = spawnBehaviour.getPositionInPark(); Vector3 outsidePos = spawnBehaviour.getPositionOnFrame(); diffControl.cycleCount++; if (diffControl.cycleCount % diffControl.cyclesForChange == 0) { spawnBehaviour.Spawn(outsidePos, parkPos); diffControl.changeSpeedBy(GetComponent <DOTweenPath>(), 0.03f); if (spawnBehaviour.zombiesInAction > infoTrain.transform.childCount) { diffControl.addSatelite(); } else if (spawnBehaviour.zombiesInAction < infoTrain.transform.childCount) { diffControl.destroyLastSatelite(); } } } }
void Start() { spawnBehaviour = FindObjectOfType <SpawnBehaviour>(); sceneControl = FindObjectOfType <SceneController>(); gameSettings = FindObjectOfType <GameSettings>(); uiManager = FindObjectOfType <UiManager>(); catController = FindObjectOfType <CatController>(); currentSpeed = gameSettings.SpeedSet; }
public PickUpDetails( double respawnTime, SpawnBehaviour spawnBehaviour, HitBehaviour hitBehaviour ) { this.respawnTime = respawnTime; this.spawnBehaviour = spawnBehaviour; this.hitBehaviour = hitBehaviour; }
//public SpriteRenderer rendererer; // Use this for initialization void Start() { myhp = GetComponentInChildren <Text> (); myhp.text = curhp.ToString() + "/" + maxhp.ToString(); //triggerwhendead = false; myspawn = GetComponentInParent <SpawnBehaviour> (); //curhp = 100; //rendererer = GetComponentInParent<SpriteRenderer> (); me = this.gameObject; }
// Use this for initialization void Start() { gManager = GameObject.FindWithTag("DataHolder").GetComponent<GameManager>(); gManager.addRelay(gameObject); animator = GetComponent<Animator>(); laser = FindChild("LaserRelay").gameObject; spawn = GameObject.FindGameObjectWithTag("SpawnObject").GetComponent<SpawnBehaviour>(); exp1 = FindChild("Explosion1").gameObject; exp2 = FindChild("Explosion2").gameObject; exp3 = FindChild("Explosion3").gameObject; }
// Handle unspawn of object internal void Unspawn(SpawnBehaviour <T> instance) { // Remove object from spawned objects list T _instance = (T)instance; if (destroyOnUnspawn) { GameObject.Destroy(_instance.gameObject); } else if (_spawned.Remove(_instance)) { // Put object in pool and activate it _pool.Enqueue(_instance); _instance.gameObject.SetActive(false); } }
// Spawns an enemy off either side of the screen public void SpawnEnemy(GameObject enemyToInstantiate, SpawnBehaviour spawnBehaviour) { // Assume right side of the screen Vector3 position = rightSpawnLocation.position; if (spawnBehaviour == SpawnBehaviour.Random){ position = (Random.Range(0,100) > 50 ? leftSpawnLocation : rightSpawnLocation).position; } else if (spawnBehaviour == SpawnBehaviour.Left){ position = leftSpawnLocation.position; } position.y += (Random.Range(-50, 50) / 100f); var enemy = GameObject.Instantiate(enemyToInstantiate, position, Quaternion.Euler(Vector3.zero)) as GameObject; enemy.name += enemyCount++; enemy.GetComponent<Enemy>().SetFightSequence(fightSequence); enemy.GetComponent<Enemy>().Destination = FindIdlePosition(); enemyList.Add(enemy); }
// Spawns an enemy off either side of the screen public void SpawnEnemy(GameObject enemyToInstantiate, SpawnBehaviour spawnBehaviour) { // Assume right side of the screen Vector3 position = rightSpawnLocation.position; if (spawnBehaviour == SpawnBehaviour.Random) { position = (Random.Range(0, 100) > 50 ? leftSpawnLocation : rightSpawnLocation).position; } else if (spawnBehaviour == SpawnBehaviour.Left) { position = leftSpawnLocation.position; } position.y += (Random.Range(-50, 50) / 100f); var enemy = GameObject.Instantiate(enemyToInstantiate, position, Quaternion.Euler(Vector3.zero)) as GameObject; enemy.name += enemyCount++; enemy.GetComponent <Enemy>().SetFightSequence(fightSequence); enemy.GetComponent <Enemy>().Destination = FindIdlePosition(); enemyList.Add(enemy); }
public void setSpawndetector(SpawnBehaviour sb) { Controller = sb; }
void Awake() { spawn = FindObjectOfType <SpawnBehaviour>(); }
private void Awake() { spawnBehaviour = GetComponent <SpawnBehaviour>(); }