Exemplo n.º 1
0
    private Enemy.movement getNextMovement()
    {
        Enemy.movement move = Enemy.movement.wander;

        switch (currentMovement)
        {
        case Enemy.movement.wander:
            move = Enemy.movement.waypoint_seq;
            break;

        case Enemy.movement.waypoint_seq:
            move = Enemy.movement.waypoint_rand;
            break;

        case Enemy.movement.waypoint_rand:
            move = Enemy.movement.wander;
            break;

        default:
            move = Enemy.movement.waypoint_seq;
            break;
        }

        return(move);
    }
Exemplo n.º 2
0
    private void Update()
    {
        movement = manager.currentMovement;
        string mov = "";

        switch (movement)
        {
        case Enemy.movement.wander:
            mov = "Wander";
            break;

        case Enemy.movement.waypoint_rand:
            mov = "Waypoint Rand";
            break;

        case Enemy.movement.waypoint_seq:
            mov = "Waypoint Seq";
            break;
        }
        if (SceneManager.GetActiveScene().buildIndex > 2)
        {
            text.text = "Movement: " + mov + "\nEnemy Count: " + Enemy.GetEnemyCount() + "\nEnemies Destroyed: " + Enemy.GetEnemyDestroyed();
        }
        else
        {
            text.text = "Enemy Count: " + Enemy.GetEnemyCount() + "\nEnemies Destroyed: " + Enemy.GetEnemyDestroyed();
        }
    }
Exemplo n.º 3
0
    private void Update()
    {
        count = Enemy.GetEnemyCount();
        if (count < min)
        {
            enemies.Add(spawn().GetComponent <Enemy>());
        }

        if (Input.GetKeyDown(KeyCode.J))
        {
            currentMovement = getNextMovement();
            foreach (Enemy enemy in Enemy.enemies)
            {
                enemy.SwapMovement(currentMovement);
            }
        }
    }