private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) //GetNumberofEnemies [waveConfig.cs method to get number of enemies] { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), //GetEnemyPrefab [waveConfig.cs method to instantiate enemy] waveConfig.GetWaypoints()[0].transform.position, //GetWaypoints [waveConfig.cs method to get waypoints], [0] refers to the startingindex number which will be incremented Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); //runs the GetTimeBetweenSpawns method which returns the time for WaitForSeconds to use. } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig currentWave) { for (int i = 0; i < currentWave.GetNumberOfEnemies(); i++) { totalEnemies += 1; var newEnemy = Instantiate(currentWave.GetEnemyPrefab(), currentWave.GetWaypoints()[startingWave].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().setWaveConfig(currentWave); yield return(new WaitForSeconds(currentWave.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumOfEnemies(); i++) { var newEnemigo = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemigo.GetComponent <PathEnemigo>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); // not sure why we had to do this instead of just leaving it as before yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig currentWave) { for(int i = 0; i < currentWave.NumberOfEnemies; i++) { var newEnemy = Instantiate( currentWave.GetEnemyPrefab(), currentWave.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent<EnemyPathing>().WaveConfig = currentWave; yield return new WaitForSeconds(currentWave.TimeBetweenSpawns); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetnumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GettimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig currentWave) { int enemiesNumber = currentWave.GetNumberOfEnemies(); for (int i = 0; i < enemiesNumber; i++) { var newEnemy = Instantiate(currentWave.GetEnemyPrefab(), currentWave.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(currentWave); newEnemy.GetComponent <Enemy>().SetShotPeriod(currentWave.GetShotPeriod()); yield return(new WaitForSeconds(currentWave.GetSpawnPeriod())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0, maxEnemies = waveConfig.GetNumberOfEnemies(); i < maxEnemies; i++) { GameObject newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawn())); } }
private IEnumerator SpawnAllEnemiesInThisWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnPeriod() + waveConfig.GetSpawnPeriodRandomizer())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { // Quaternion identity just says "we don't need rotation just use the rotation you already have." var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns() * waveConfig.GetSpawnRandomFactor())); } }
IEnumerator SpawnWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumOfEnemies(); i++) { enemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); enemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(StartCoroutine(Timer.Delay(waveConfig.GetSpawnInterval()))); } }
// loop w loopie loopie :) private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = startingWave; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); // <- oznacza to, zacznij roatcje od nowa - w skrocie newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetEnemyCount(); i++) { GameObject enemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); enemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnWaitTime())); } }
IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (var i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { var enemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity); enemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpans())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig currentWave) { for (int enemyCount = 0; enemyCount <= currentWave.GetNumberOfEnemies(); enemyCount++) { var OneEnemy = Instantiate( currentWave.GetEnemyPrefab(), currentWave.GetWaypoints()[0].transform.position, Quaternion.identity); OneEnemy.GetComponent <EnemyPathing>().SetWaveConfig(currentWave); yield return(new WaitForSeconds(currentWave.GetTimeBetweenSpaws())); } }
IEnumerator SpawnEnemy() { for (float num = 0; num < waveConfig.GetNumberOfEnemy(); num++) { var spawnEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoint()[0].transform.position, Quaternion.identity); spawnEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); } yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawn())); }
private IEnumerator SpawnAllenemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 1; enemyCount <= waveConfig.GetNumberOfEnemies(); enemyCount++) { var enemy = Instantiate (waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity); enemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); //to make the EnemyPathing script reckonize the waveConfig in SerializeField float randomTime = Random.Range(0, waveConfig.GetSpawnRandomFactor()); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns() + randomTime)); } }
IEnumerator SpawnEnemies() { for (int i = 0; i <= waveConfig.GetNumOfEnemies(); i++) { waypoints = waveConfig.GetWaypoints(); Instantiate( waveConfig.GetEnemyPrefab(), waypoints[0].transform.position, Quaternion.identity ); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
/// <summary> /// Spawn the specefic waveconfig to perform enemy movement /// </summary> /// <param name="wave">The waveconfig thats need to be followed to move an enemy.</param> /// <returns></returns> private IEnumerator SpawnEnemy(WaveConfig wave) { for (int i = 0; i < wave.GetNumberOfEnemy(); i++) { var newEnemy = Instantiate( wave.GetEnemyPrefab(), wave.GetEnemyWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().waveConfig = wave; yield return(new WaitForSeconds(wave.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { // Generate GetNumberOfEnemies() number of enemies. for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { // generate a prefab object, pass in var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), // grab enemy prefab waveConfig.GetWaypoints()[0].transform.position, // spawn at initial position Quaternion.identity); // don't rotate newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// A coroutine is a function that can suspend its execution (yield) // until the given YieldInstruction finishes. private IEnumerator SpawnEnemiesInOneWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumOfEnemies(); i++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWavepoints()[0].position, Quaternion.identity ); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnGap())); } }
// For spawning enemies in current wave private IEnumerator SpawnAllEnemies(WaveConfig waveConfig) { // i corresponds to enemy count for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { // Creating enemies and spawning after specified delay var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig _waveConfigs) { for (int _enemyCount = 0; _enemyCount < _waveConfigs.GetNumberOfEnemies(); _enemyCount++) { var _newEnemy = Instantiate( _waveConfigs.GetEnemyPrefab(), _waveConfigs.GetWaypoints()[0].transform.position, Quaternion.identity); _newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(_waveConfigs); yield return(new WaitForSeconds(_waveConfigs.GetTimeBetweenSpawns())); } }
//1Wave中ですべての敵をSpawn //この関数は単に指定した回数、指定したObjectのInstanceを作成するだけである。 //Insatanceのその後の挙動には全くタッチしないのでInstanceの挙動自体はEnemyPathスクリプトが行う。 private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { //waveconfigで設定した敵の数の回数文だけForループを回す for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemy(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTBSpawn())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetEnemyNumber(); enemyCount++) { //each enemy created will be stored to new enemy var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); //pass in the waveconfig in this script to EnemyPathing newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBtwnSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { GameObject newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetSpawnPoint(), Quaternion.identity); // Change variables of enemy here newEnemy.GetComponent <AIPath>().maxSpeed = currentWave.GetMoveSpeed(); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
IEnumerator SpawnWave(WaveConfig waveConfig) { int waveEnemies = waveConfig.GetNumberOfEnemies(); for (int enemyCount = 0; enemyCount < waveEnemies; enemyCount++) { Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity).GetComponent <EnemyPathing>().setWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnFreq())); } }
private IEnumerator SpawnAllObjectsInWave(WaveConfig waveToSpawn) { for (int objectCount = 1; objectCount <= waveToSpawn.GetNumberOfObstacles(); objectCount++) { var newEnemy = Instantiate( waveToSpawn.GetEnemyPrefab(), waveToSpawn.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <ObstaclePathing>().SetWaveConfig(waveToSpawn); yield return(new WaitForSeconds(waveToSpawn.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnWaveEnemies(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.Euler(0, 0, 180)); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// Start is called before the first frame update private IEnumerator SpawnAllEnemyInWave(WaveConfig waveConfig, int waveIndex) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[startingWave].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); Enemy targetEnemy = newEnemy.GetComponent <Enemy>(); patternController.AddToCollection(enemyCount, waveIndex, targetEnemy); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpwan())); } }