void OnLoadedLevel() { // spawn the members of the enemy horde print("Loading level!"); int maxMembersOfHorde = hordeMembers.Count; for (int x = 0; x < maxMembersOfHorde; x++) { GameObject hordeSpawn = Instantiate(unitToSpawn, new Vector3(x, 3.6f, 0), Quaternion.identity) as GameObject; DontDestroyOnLoad(hordeSpawn.gameObject); sr = hordeSpawn.GetComponent <SpriteRenderer>(); sr.sprite = hordeMembers[x].mySprite; AI_Enemy ai = hordeSpawn.GetComponent <AI_Enemy>(); Weapon weapon = hordeSpawn.GetComponentInChildren <Weapon>(); weapon.ForcedInit(hordeMembers[x].rateOfFire, hordeMembers[x].shortDamage, hordeMembers[x].midDamage, hordeMembers[x].longDamage); ai.ForceInit((Battle_Unit.Quality)hordeMembers[x].myQuality, hordeMembers[x].myName, hordeMembers[x].myStats, (Battle_Unit.Allegiance)hordeMembers[x].myAllegiance); // add them to the monster list monsterList.Add(hordeSpawn); } }
// Start is called before the first frame update void Start() { mouseNPC = mouse.GetComponent <MouseNPC>(); ai_enemy = mouse.GetComponent <AI_Enemy>(); soundSource = GetComponent <AudioSource>(); }