Пример #1
0
 public void sendCreepWave()
 {
     // Debug.Log("SendCreepWave()");
     canSendWave = false;
     // remove inactive creeps here.
     StartCoroutine(spawnCreepWave(wave, numberOfCreepsToSpawn, timeBetweenIndividualCreeps));
     wave++;
     // timeBetweenWaves = Time.time + timeTillNextWave;
     CM.ReMakeList();
 }
Пример #2
0
 public void DieVictoriously()
 {
     // GetComponent<Rigidbody>().useGravity = true;
     // GetComponent<Rigidbody>().isKinematic = false;
     // GetComponent<Rigidbody>().AddRelativeForce(Random.Range(-2000, 2000),Random.Range(0, 1000),Random.Range(-2000, 2000));
     //audioSource.PlayOneShot(deathClip);
     creepManager.removeCreep(gameObject);
     creepManager.ReMakeList();
     playerStats.AdjustHealth(-damage);
 }