void CreateEnemy(Enemy.types type) { Enemy newEnemy; switch (type) { case Enemy.types.SMALL: newEnemy = Instantiate(enemy1); break; case Enemy.types.MEDIUM: newEnemy = Instantiate(enemy2); break; default: newEnemy = Instantiate(enemy3); break; } Vector3 pos = startingPath.position; newEnemy.transform.SetParent(World.Instance.world.transform); newEnemy.transform.position = pos; newEnemy.SetMoveToTarget(firstNode.transform); newEnemy.Init(type); }
void AddWave(JSONNode content) { print(content); for (int a = 0; a < content.Count; a++) { List <Enemy.types> enemies = new List <Enemy.types> (); for (int b = 0; b < content [a] ["enemies"].Count; b++) { Enemy.types type = Enemy.types.MEDIUM; switch (content [a] ["enemies"][b]) { case "0": type = Enemy.types.MEDIUM; break; case "1": type = Enemy.types.SMALL; break; case "2": type = Enemy.types.BIG; break; } enemies.Add(type); print("________" + content [a] ["enemies"] [b] + " type: " + type); } int delay = int.Parse(content [a] ["delay"]); waves.AddWave(enemies, delay); } }
public Character GetEnemyByType(Enemy.types types) { switch (types) { case Enemy.types.SMALL: return(enemiesSmall); case Enemy.types.MEDIUM: return(enemiesMedium); default: return(enemiesBig); } }
void LoopSpawn() { Enemy.types enemyType = actualWave.enemies [enemiesSpawnedID]; enemiesSpawnedID++; CreateEnemy(enemyType); if (enemiesSpawnedID < total) { Invoke("LoopSpawn", time_to_spawn); } else { Respawn(); } }