public void set_ki_inactive() { for (int i = 0; i < pool.Count; i++) { if (pool[i].activeInHierarchy) { enemy_behavior e = pool[i].GetComponent <enemy_behavior>(); e.ani.Play("ki_peace"); StartCoroutine(e.die()); } } }
// TODO: provide direction of instantiated object void spawn_ki() { for (int i = 0; i < pool.Count; i++) { if (!pool[i].activeInHierarchy) { pool[i].SetActive(true); enemy_behavior e = pool[i].GetComponent <enemy_behavior>(); int dir_multiplyer = dirs[Random.Range(0, 2)]; e.transform.position = get_spawn_point_ki(dir_multiplyer); e.speed = speeds[wave]; e.dir = Vector3.right * -dir_multiplyer; break; } } }