Пример #1
0
    IEnumerator SpawnEnemyLookAt()
    {
        int n = numberOfLookAtEnemies;

        yield return(new WaitForSeconds(1.0f));

        while (true)
        {
            for (int i = 0; i < n; i++)
            {
                Vector3    spawnPosition = new Vector3(Random.Range(look_Boundary.xMin, look_Boundary.xMax), transform.position.y, transform.position.z);
                Quaternion spawnRotation = Quaternion.identity;
                enemy_Clone = Instantiate(enemys[1].enemy_Prefab, spawnPosition, spawnRotation) as GameObject;

                AimAtPlayer aim = enemy_Clone.AddComponent <AimAtPlayer>();

                //Rigidbody clone_Rigidbody = enemy_Clone.GetComponent<Rigidbody>();
                //clone_Rigidbody.velocity = -transform.forward * enemy.speed;

                yield return(new WaitForSeconds(Random.Range(.5f, 2f)));
            }

            n += Random.Range(-1, 4);
            if (n < 2)
            {
                n = 2;
            }
            Debug.Log("Look enemies to spawn per wave: " + n);

            yield return(new WaitForSeconds(Random.Range(3, 5)));
        }
    }
Пример #2
0
    public override void Start()
    {
        base.Start();

        navMeshAgent        = GetComponent <NavMeshAgent>();
        playerStats         = GameObject.Find("player").GetComponent <PlayerStats>();
        playerTransform     = GameObject.Find("player").transform;
        mainCamera          = GameObject.Find("mainCamera").transform;
        enemyStats          = GetComponent <EnemyStats>();
        aimAtPlayer         = GetComponentInChildren <AimAtPlayer>();
        aimAtPlayer.enabled = false;

        if (projectileReleaseTransform == null)
        {
            projectileReleaseTransform = transform;
        }
    }