IEnumerator createlevel() { moveCam movecam = GetComponent <moveCam>(); movecam.move(); yield return(new WaitForSeconds(3f)); enemies.Insert(0, mainEnemy); level++; enemies[0].SetActive(true); attack.setAttackSpeed(level / 10); if ((live.getHP() + 10) >= 100) { live.changeHP(100 - live.getHP()); } else { live.changeHP(10); } for (int i = 0; i < 10; i++) { for (int j = 0; j < 19; j++) { if (enemies.Count < Random.Range(1, 4)) { sprEnemy.sprite = getSpEnemy(); var en = Instantiate(prefabEnemy, new Vector2(Random.Range(-5f, 4.5f), Random.Range(-2f, 2f)), Quaternion.identity); enemies.Add((en as Transform).gameObject); } if (Random.Range(1, (int)(80 - (level * 0.7))) == 3) { sprEnemy.sprite = getSpEnemy(); var en = Instantiate(prefabEnemy, new Vector2(Random.Range(-5f, 4.5f), Random.Range(-2f, 2f)), Quaternion.identity); enemies.Add((en as Transform).gameObject); } if ((i == 3 && j == 0) || (i == 4 && j == 0) || (i == 5 && j == 0) || (i == 6 && j == 0)) { var d = Instantiate(prefabDoor, new Vector2(-6f + j * 0.64f, -3f + i * 0.64f), Quaternion.identity); clones.Add((d as Transform).gameObject); } else if ((i == 3 && j == 18) || (i == 4 && j == 18) || (i == 5 && j == 18) || (i == 6 && j == 18)) { var d = Instantiate(prefabDoor, new Vector2(-6f + j * 0.64f, -3f + i * 0.64f), Quaternion.identity); clones.Add((d as Transform).gameObject); } else if ((i == 0 && j == 7) || (i == 0 && j == 8) || (i == 0 && j == 9) || (i == 0 && j == 10) || (i == 0 && j == 11)) { var d = Instantiate(prefabDoor, new Vector2(-6f + j * 0.64f, -3f + i * 0.64f), Quaternion.identity); clones.Add((d as Transform).gameObject); } else if ((i == 9 && j == 7) || (i == 9 && j == 8) || (i == 9 && j == 9) || (i == 9 && j == 10) || (i == 9 && j == 11)) { var d = Instantiate(prefabDoor, new Vector2(-6f + j * 0.64f, -3f + i * 0.64f), Quaternion.identity); clones.Add((d as Transform).gameObject); } else { if (i == 0 || j == 0 || i == 9 || j == 18) { yield return(new WaitForSeconds(0.0001f)); //wall = Instantiate(wall, new Vector3(-6f + j * 0.64f, -3f + i * 0.64f, 0f), Quaternion.identity); var w = Instantiate(prefabWall, new Vector2(-6f + j * 0.64f, -3f + i * 0.64f), Quaternion.identity); clones.Add((w as Transform).gameObject); sprWall.sprite = getSpW(); } else { yield return(new WaitForSeconds(0.0001f)); if (Random.Range(1, 30) == 5) { sprSpike.sprite = getSpSp(); var sp = Instantiate(prefabSpike, new Vector2(-6f + j * 0.64f, -3f + i * 0.64f), Quaternion.identity); clones.Add((sp as Transform).gameObject); } // floor = Instantiate(floor, new Vector3(-6f + j * 0.64f, -3f + i * 0.64f,0f), Quaternion.identity); var f = Instantiate(prefabFloor, new Vector2(-6f + j * 0.64f, -3f + i * 0.64f), Quaternion.identity); clones.Add((f as Transform).gameObject); sprFloor.sprite = getSpF(); } } } } moveCharacter.setMove(true); enemies[0].SetActive(false); bar.SetActive(true); state.SetActive(true); }