//Based on handmade spawning "blocks": public void SpawnSingle(EnemyType enemyType) { Vector2 spawnLocation = GetRandomPointInsideArea(baseSpawnBorder); var newEnemy = enemyFactory.Get(enemyType); newEnemy.transform.position = new Vector3(spawnLocation.x, newEnemy.transform.position.y, spawnLocation.y); enemyCountInWorld++; }
void SpawnEnemy() { GameTile spawnPoint = board.GetSpawnPoint(Random.Range(0, board.SpwanPointCount)); Enemy enemy = enemyFactory.Get(); enemy.SpawnOn(spawnPoint); }
private void GameLoop(object sender, EventArgs e) { HighScore += ScoreForTick; if (Enemies.Any(enemy => CollisionDetector.AreCollided(Batwing, enemy))) { timer.Stop(); renderer.ShowEndGameScreen(HighScore); return; } renderer.Clear(); renderer.Draw(Batwing); if (rand.Next(100) < SpawnEnemyChange) { var enemy = enemiesFactory.Get(renderer.ScreenWidth, rand.Next(renderer.ScreenHeight)); Enemies.Add(enemy); GameObjects.Add(enemy); } KillEnemiesIfColliding(); HighScore += Enemies.Count(enemy => !enemy.IsAlive) * ScoreForKill; RemoveNotAliveGameObjects(); UpdateObjectsPositions(); DrawGameObjects(); }
public static void SpawnEnemy(EnemyFactory factory, EnemyType type) { GameTile spawnPoint = Instance.board.GetSpawnPoint(Random.Range(0, Instance.board.SpawnPointCount)); Enemy enemy = factory.Get(type); enemy.SpawnOn(spawnPoint); Instance.enemies.Add(enemy); }
public void SpawnEnemy(EnemyFactory factory, EnemyType type) { Enemy enemy = factory.Get(type); enemy.player = player; enemy.SpawnOn(spawnPoint); enemy.SetDestination(destination); }
void SpawnEnemy() { DefenseGameTile spawnPoint = board.GetSpawnPoint(Random.Range(0, board.SpawnPointCount)); Enemy enemy = enemyFactory.Get(); enemy.SpawnOn(spawnPoint); enemies.Add(enemy); }
void SpawnEnemy() { GameTile spawnPoint = gameBoard.GetSpawnPoint(Random.Range(0, gameBoard.spawnPointsCount)); Enemy enemy = enemyFactory.Get(); enemyCollection.AddEnemy(enemy); enemy.SpawnOn(spawnPoint); }
// 产生Enemy void SpawnEnemy(GameTile tile) { Enemy enemy = enemyFactory.Get(); enemy.SpawnOn(tile); enemies.Add(enemy); }
private void SpawnEnemy(string url) { GameTile spawnPoint = board.GetRandomSpawnPoint(); Enemy enemy = enemyFactory.Get(); enemy.SetMaterialUrl(url); enemy.SpawnOn(spawnPoint); enemies.Add(enemy); }
private void SpawnEnemy() { var spawnPoint = Board.GetSpawnPoint(Random.Range(0, Board.SpawnPointCount)); var enemy = EnemyFactory.Get(); enemy.SpawnOn(spawnPoint); _enemies.Add(enemy); }
void SpawnEnemy(EnemyData enemyData) { GameTile spawnPoint = board.GetSpawnPoint(Random.Range(0, board.SpawnPointCount)); Enemy enemy = enemyFactory.Get(); enemy.SetUp(enemyData); enemy.SpawnOn(spawnPoint); enemies.Add(enemy); }
public static void SpawnEnemy(EnemyFactory facotry, EnemyType type) { //GameTile spawnPoint = board.GetSpawnPoint(Random.Range(0, board.SpawnPointCount)); //Enemy enemy = enemyFactory.Get((EnemyType)Random.Range(0, 3)); GameTile spawnPoint = instance.board.GetSpawnPoint(Random.Range(0, instance.board.SpawnPointCount)); Enemy enemy = facotry.Get(type); enemy.SpawnOn(spawnPoint); instance.enemies.Add(enemy); }
public static void SpawnEnemy(EnemyFactory factory, EnemyType type) { // lida com nascer inimigos GameTile spawnPoint = instance.board.GetSpawnPoint( Random.Range(0, instance.board.SpawnPointCount) ); Enemy enemy = factory.Get(type); enemy.SpawnOn(spawnPoint); instance.enemies.Add(enemy); }
public static void SpawnEnemy(EnemyFactory factory, EnemyType type) { var spawnPoint = instance.board.GetSpawnPoint( Random.Range(0, instance.board.SpawnPointCount) ); var enemy = factory.Get((EnemyType)(type)); enemy.SpawnOn(spawnPoint); instance.enemies.Add(enemy); }
public static void SpawnEnemy( EnemyFactory factory, EnemyConfig enemyConfig ) { // lida com nascer inimigos GameTile spawnPoint = instance.board.GetSpawnPoint( Random.Range(0, instance.board.SpawnPointCount) ); Enemy enemy = factory.Get(enemyConfig.modelo); enemy.UpdateAttributes(enemyConfig.vida, enemyConfig.velocidade, enemyConfig.forca); enemy.SpawnOn(spawnPoint); instance.enemies.Add(enemy); }
void ExecuteSummon() { for (int i = 0; i < summonCount; ++i) { Vector2 summonPos = Random.insideUnitCircle * summonMaxRadius; summonPos += summonPos.normalized * summonMinRadius; //mapping a circle to a donut :) summonPos += new Vector2(transform.position.x, transform.position.z); var summoned = enemyFactory.Get(toSummon); Vector3 summonWorldPos = new Vector3(summonPos.x, summoned.transform.position.y, summonPos.y); Ray wallCheck = new Ray(transform.position, summonWorldPos - transform.position); RaycastHit hit; if (Physics.Raycast(wallCheck, out hit, (summonWorldPos - transform.position).magnitude)) { summonWorldPos = hit.point; } summoned.transform.position = summonWorldPos; } }