Exemplo n.º 1
0
 /// <summary>
 /// Adds the enemy to the queue or to the game depending on how many is in game already
 /// </summary>
 /// <param name="tmp"></param>
 private void AddEnemy(GameObject tmp)
 {
     lock (activeKey)
     {
         if (activeEnemies.Count < Constant.maxEnemyOnScreen)
         {
             ActiveEnemies.Add(tmp);
         }
         else
         {
             lock (GameWorld.colliderKey)
             {
                 ((Collider)tmp.GetComponent("Collider")).DoCollsionChecks = false;
                 GameWorld.Instance.Colliders.Remove((Collider)tmp.GetComponent("Collider"));
             }
             enemiesWaitingToBeSpawned.Enqueue(tmp);
         }
     }
 }
Exemplo n.º 2
0
    private IEnumerator SpawnWave()
    {
        Random rand              = new Random();
        int    intervalSoldier1  = 100;
        int    intervalSoldier2  = 0;
        int    intervalDogs      = 0;
        int    intervalTanks     = 0;
        int    intervalAirplanes = 0;

        if (wave >= 5)
        {
            intervalSoldier2  = intervalSoldier1;
            intervalSoldier1 -= 20;

            if (wave >= 7)
            {
                intervalDogs      = intervalSoldier2;
                intervalSoldier1 -= 15;
                intervalSoldier2 -= 15;
            }

            if (wave >= 15)
            {
                intervalTanks     = intervalDogs;
                intervalSoldier1 -= 10;
                intervalSoldier2 -= 10;
                intervalDogs     -= 10;
            }
            if (wave >= 20)
            {
                intervalAirplanes = intervalTanks;
                intervalSoldier1 -= 10;
                intervalSoldier2 -= 10;
                intervalDogs     -= 10;
                intervalTanks    -= 10;
            }
        }
        int total = wave + (wave / 5) + (wave / 7) + (wave / 10) + (wave / 15);

        /*
         * // figure out the total amount of enemies
         * int numSoldiers1 = wave;
         * int numSoldiers2 = wave / 5;
         * int numDogs = wave / 7;
         * int numTanks = wave / 10;
         * int numAirplanes;
         * if(wave < 20) {
         *  numAirplanes = 0;
         * }
         * else {
         *  numAirplanes = wave / 15;
         * }
         *
         *
         * int total;
         * if(wave > 5) {
         *  total = numSoldiers1 + numSoldiers2 + numDogs + numTanks + numAirplanes;
         * }
         * else {
         *  total = numSoldiers1;
         * }
         *
         * List<string> types = new List<string>();
         * for(int i = 0; i < numSoldiers1; i++) {
         *  types.Add("soldier");
         * }
         * for(int i = 0; i < numSoldiers2; i++) {
         *  types.Add("soldier2");
         * }
         * for (int i = 0; i < numDogs; i++) {
         *  types.Add("Dog");
         * }
         * for (int i = 0; i < numTanks; i++) {
         *  // add variablilty between black and red
         *  float num = Random.Range(0, 2);
         *  if(num <= .5f) {
         *      types.Add("tankRed");
         *  }
         *  else {
         *      types.Add("tankBlack");
         *  }
         *
         * }
         *
         * for(int i = 0; i < numAirplanes; i++) {
         *  types.Add("airplane");
         * }
         *
         * Shuffle(types);
         */
        for (int i = 0; i < total; i++)
        {
            //string type = types[i];
            string type = getTypeFromDistribution(intervalSoldier1, intervalSoldier2, intervalDogs, intervalTanks, intervalAirplanes);

            // get an enemy from the pool
            Debug.Log("Spawning: " + type);
            Enemy monster = Pool.GetObject(type).GetComponent <Enemy>();
            monster.Spawn(LevelManager.Instance.PortalSpawn, LevelManager.Instance.GoalSpawn);
            ActiveEnemies.Add(monster);
            yield return(new WaitForSeconds(timeBetweenEnemies));
        }
    }