Exemplo n.º 1
0
    // If spawning is active, then do spawn count until it reaches zero
    void Spawn_enemy()
    {
        if (!spawning_enemies)
        {
            return;
        }

        // create enemy with the given parameters
        if (spawn_delay_time <= 0)
        {
            flying_enemy_clone = Instantiate(flyingEnemy, transform.position, transform.rotation) as GameObject;

            if (flying_enemy_clone.GetComponent <flying_enemy_straight>() != null)
            {
                flying_enemy_straight fesObj = flying_enemy_clone.GetComponent <flying_enemy_straight>();
                fesObj.speed = launchSpeed;
                flying_enemy_clone.transform.rotation.Set(0, 0, launchAngle, 0);
                fesObj.driver_player = GameObject.FindWithTag("Driver").transform;
            }

            else if (flying_enemy_clone.GetComponent <flying_enemy_straight1>() != null)
            {
                flying_enemy_straight1 fesObj = flying_enemy_clone.GetComponent <flying_enemy_straight1>();
                fesObj.speed = launchSpeed;
                flying_enemy_clone.transform.rotation.Set(0, 0, launchAngle, 0);
                fesObj.driver_player = GameObject.FindWithTag("Driver").transform;
            }


            spawn_count--;
            if (spawn_count <= 0)
            {
                spawning_enemies = false;
                launch_wait_time = launchDelay;
            }
            else
            {
                spawn_delay_time = spawnDelay;
            }
        }
    }
Exemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     shootingEnemy = gameObject.GetComponentInParent <flying_enemy_straight>();
 }