IEnumerator BatCountDown(GameObject batSpawner) { batCountingDown = true; yield return(new WaitForSeconds(batTime)); BatSpawner spawnerScript = batSpawner.GetComponent <BatSpawner>(); spawnerScript.spawnBat(); batCountingDown = false; }
void Start() { rushModeBatSpawner = new BatSpawner(autoBatPrefab, batSpawnerTransform, player.transform); n = player.n; int levelMax = 100; // build level level = new int[levelMax]; enemies = new GameObject[levelMax]; // 9 = finish/level complete, 1 = high bat, 2 = low bat, 7 = rush mode on, 8 = rush mode off level[level.Length - 1] = 9; level[2] = 2; level[5] = 1; level[8] = 2; level[9] = 1; level[18] = 1; level[21] = 2; level[32] = 2; level[41] = 1; level[43] = 2; level[44] = 1; level[46] = 2; level[49] = 2; level[51] = 2; level[52] = 1; level[53] = 1; level[57] = 1; level[58] = 1; level[62] = 2; level[65] = 2; level[68] = 7; level[95] = 8; // spawn everything for (int i = 0; i < level.Length; i++) { if (level[i] == 1) { enemies[i] = Instantiate <GameObject>(highBatPrefab, new Vector3((i) * 0.5f * 4, 1f * 4, 0), Quaternion.identity, transform.GetChild(2)); } if (level[i] == 2) { enemies[i] = Instantiate <GameObject>(lowBatPrefab, new Vector3((i) * 0.5f * 4, 0.3f * 4, 0), Quaternion.identity, transform.GetChild(2)); } if (level[i] == 9) { Instantiate <GameObject>(endPrefab, new Vector3(i * 2f, -1.5f, 0), Quaternion.identity, transform); } } }