IEnumerator GenLevelFourteen() { levelGenerated = true; yield return(new WaitForSeconds(1.6f)); Turret TurretOne = Instantiate(Turrets[0], turretPositions[29], Quaternion.identity); TurretOne.ApplyStats(15, 0, 1.5f, 0f, turretPositions[29], 1, 1, player); TurretOne.ApplyBurstStats(20, .1f); TurretOne.transform.SetParent(cam); }
IEnumerator GenLevelThree() { levelGenerated = true; yield return(new WaitForSeconds(1.6f)); Turret TurretOne = Instantiate(Turrets[0], turretPositions[0], Quaternion.identity); TurretOne.ApplyStats(10, 0, 2.5f, 0f, turretPositions[0], 1, 1, player); TurretOne.ApplyBurstStats(3, 0.1f); TurretOne.transform.SetParent(cam); Turret TurretTwo = Instantiate(Turrets[0], turretPositions[10], Quaternion.identity); TurretTwo.ApplyStats(10, 0, 2.5f, 1.2f, turretPositions[10], 1, 1, player); TurretTwo.ApplyBurstStats(3, 0.1f); TurretTwo.transform.SetParent(cam); levelGenerated = true; }
IEnumerator GenLevelEleven() { levelGenerated = true; yield return(new WaitForSeconds(1.6f)); Turret TurretOne = Instantiate(Turrets[0], turretPositions[0], Quaternion.identity); TurretOne.ApplyStats(10, 0, 1.8f, 0f, turretPositions[0], 1, 0, player); TurretOne.ApplyBurstStats(3, .1f); TurretOne.transform.SetParent(cam); Turret TurretTwo = Instantiate(Turrets[0], turretPositions[4], Quaternion.identity); TurretTwo.ApplyStats(7, 0, 2.5f, 0f, turretPositions[4], 0, 0, player); TurretTwo.transform.SetParent(cam); Turret TurretThree = Instantiate(Turrets[0], turretPositions[12], Quaternion.identity); TurretThree.ApplyStats(5, 180, 3.5f, universalDelay, turretPositions[12], 0, 0, player); TurretThree.transform.SetParent(cam); }
public void BossFightOne() { Turret TurretOne = Instantiate(Turrets[0], turretPositions[29], Quaternion.identity); TurretOne.ApplyStats(10, 90, .5f, universalDelay - .5f, turretPositions[29], 2, 0, player); TurretOne.transform.SetParent(cam); TurretOne.ApplySprayStats(30); levelGenerated = true; Turret TurretTwo = Instantiate(Turrets[0], turretPositions[29], Quaternion.identity); TurretTwo.ApplyStats(7, 0, 1, universalDelay - 1f, turretPositions[29], 0, 1, player); TurretTwo.transform.SetParent(cam); Turret TurretThree = Instantiate(Turrets[0], turretPositions[29], Quaternion.identity); TurretThree.ApplyStats(7, 0, 1.5f, universalDelay, turretPositions[29], 1, 1, player); TurretThree.ApplyBurstStats(3, 0.1f); TurretThree.transform.SetParent(cam); levelGenerated = true; Turret TurretFour = Instantiate(Turrets[0], turretPositions[29], Quaternion.identity); TurretFour.ApplyStats(10, 90, .4f, universalDelay, turretPositions[29], 2, 0, player); TurretFour.transform.SetParent(cam); TurretFour.ApplySprayStats(-20); }