public override EnemyPrototype Clone() { EnemyC b = new EnemyC(); b.hp = this.hp; b.damage = this.damage; b.horizontalVelocity = this.horizontalVelocity; return(b); }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { EnemyA aa = a.Clone() as EnemyA; EnemyB bb = b.Clone() as EnemyB; EnemyC cc = c.Clone() as EnemyC; aa.ToString(); bb.ToString(); cc.ToString(); } Single.instance.dor = 0; }
void OnTriggerEnter(Collider otherObject) { if (otherObject.tag == "Enemy" && state == State.Playing) { lives--; score = 0; UpdateStats(); // Set a new position and speed for the hit enemy EnemyC enemy = otherObject.gameObject.GetComponent <EnemyC>(); enemy.maxSpeed = 7.0f; enemy.minSpeed = 3.0f; Instantiate(explosionPrefab, transform.position, transform.rotation); enemy.SetPositionAndSpeed(); // Instantiate the explosion StartCoroutine(DestroyShip()); } }
void Start() { enemy = GameObject.Find("Enemy").GetComponent <EnemyC>(); }
public static void DisposeEnemy(EnemyC enemy) { enemy.Dispose(); enemy.gameObject.SetActive(false); }
public static void InitializeEnemy(EnemyC enemy) { enemy.gameObject.SetActive(true); enemy.Initialize(); }
private void Start() { parent = GetComponentInParent <EnemyC>(); }
//El spawner es el unico que conoce al pool de EnemyA, asi que nos llega un objeto por parametro y a ese lo mandamos por parametro para que el pool se encargue de desactivarlo de la lista para vovler a usarlo. public void ReturnEnemyToPool(EnemyC enemy) { _enemyPool.DisablePoolObject(enemy); }