public void OnRegisterLevel(Level currentLevel) { EnemyPlaneBase enemyPlane; // enemyPlane = new EnemyFighter(currentLevel); // addEnemyPlane(currentLevel, enemyPlane); // enemyPlane = new EnemyBomber(currentLevel); // addEnemyPlane(currentLevel, enemyPlane); enemyPlane = new EnemyBomber(currentLevel); addEnemyPlane(currentLevel, enemyPlane); }
public void addBoid(Vector3 position, EnemyType type) { AEnemys ship; switch (type) { case EnemyType.Fighter: ship = new EnemyFighter(position); ship.LoadContent(fighterModel); break; case EnemyType.Fighter2: ship = new EnemyFighter2(position); ship.LoadContent(fighter2Model); break; case EnemyType.Fighter3: ship = new EnemyFighter3(position); ship.LoadContent(fighter3Model); break; case EnemyType.Bomber: ship = new EnemyBomber(position); ship.LoadContent(bomberModel); break; case EnemyType.Bomber2: ship = new EnemyBomber2(position); ship.LoadContent(bomber2Model); break; case EnemyType.Boss: ship = new EnemyBoss(position); ship.LoadContent(bossModel); break; default: ship = new EnemyFighter(position); ship.LoadContent(fighterModel); break; } ship.flyingAwayFromDrone = false; ship.flyingAwayFromStation = false; _ships.Add(ship); }
private void Start() { enemyShooter = GetComponent <EnemyShooter>(); enemyBomber = GetComponent <EnemyBomber>(); initHealth = health; }