private void SpawnFrontTrooper() { Debug.Log("Attempting to spawn front trooper."); if (far[LevelScene.POSITION_FRONT_INDEX] == null) { Debug.Log("Spawning front trooper at far range."); StormTrooper trooper = troopersFront[trooperFrontIndex]; far[LevelScene.POSITION_FRONT_INDEX] = trooper; trooperFrontIndex++; trooper.Rotate(frontSpawnTurnPoint.transform.position); trooper.Move(frontSpawnTurnPoint.transform.position); trooper.Rotate(player.GetFarFront()); trooper.Move(player.GetFarFront()); } else if (near[LevelScene.POSITION_FRONT_INDEX] == null) { Debug.Log("Spawning front trooper at near range."); StormTrooper trooper = troopersFront[trooperFrontIndex]; near[LevelScene.POSITION_FRONT_INDEX] = trooper; trooperFrontIndex++; trooper.Rotate(frontSpawnTurnPoint.transform.position); trooper.Move(frontSpawnTurnPoint.transform.position); trooper.Rotate(player.GetFront().transform.position); trooper.Move(player.GetFront().transform.position); } }
private void SpawnRightTrooper() { Debug.Log("Spawning Right Stormtrooper."); StormTrooper trooper = troopers[LevelScene.POSITION_RIGHT_INDEX]; trooper.Rotate(turnPoint.transform.position); trooper.Move(turnPoint.transform.position); trooper.Rotate(player.GetFarRight()); trooper.Move(player.GetFarRight()); }
private void SpawnLeftTrooper() { timer = 0; Debug.Log("Spawning Left Stormtrooper."); StormTrooper trooper = troopers[LevelScene.POSITION_LEFT_INDEX]; trooper.Rotate(turnPoint.transform.position); trooper.Move(turnPoint.transform.position); trooper.Rotate(player.GetFarLeft()); trooper.Move(player.GetFarLeft()); }
public override void OpenScene() { PlayVoiceInstruction(); ResetHologram(); hologram.Rotate(Destination); hologram.Move(Destination); status = Status.Opening; }
private void SpawnRightTrooper() { Debug.Log("Attempting to spawn right trooper."); if (far[LevelScene.POSITION_RIGHT_INDEX] == null) { Debug.Log("Spawning right trooper at far range."); StormTrooper trooper = troopersRight[trooperRightIndex]; far[LevelScene.POSITION_RIGHT_INDEX] = trooper; trooperRightIndex++; trooper.Rotate(player.GetFarRight()); trooper.Move(player.GetFarRight()); } else if (near[LevelScene.POSITION_RIGHT_INDEX] == null) { Debug.Log("Spawning right trooper at near range."); StormTrooper trooper = troopersRight[trooperRightIndex]; near[LevelScene.POSITION_RIGHT_INDEX] = trooper; trooperRightIndex++; trooper.Rotate(player.GetRight().transform.position); trooper.Move(player.GetRight().transform.position); } }
private void SpawnLeftTrooper() { Debug.Log("Attempting to spawn left trooper."); if (far[LevelScene.POSITION_LEFT_INDEX] == null) { Debug.Log("Spawning left trooper at far range."); StormTrooper trooper = troopersLeft[trooperLeftIndex]; far[LevelScene.POSITION_LEFT_INDEX] = trooper; trooperLeftIndex++; trooper.Rotate(player.GetFarLeft()); trooper.Move(player.GetFarLeft()); } else if (near[LevelScene.POSITION_LEFT_INDEX] == null) { Debug.Log("Spawning left trooper at near range."); StormTrooper trooper = troopersLeft[trooperLeftIndex]; near[LevelScene.POSITION_LEFT_INDEX] = trooper; trooperLeftIndex++; trooper.Rotate(player.GetLeft().transform.position); trooper.Move(player.GetLeft().transform.position); } }