Пример #1
0
    // Test SpawnWave Coroutine.
    void SpawnWave()
    {
        enemiesSpawned++;
        Debug.Log(name + ": Testing. Enemies Spawned = " + enemiesSpawned, this);
        Enemy enemy = Instantiate(enemyPrefab, transform);

        EnemySpawned?.Invoke(endPath);
    }
Пример #2
0
    public int spawnRandomEnemy(Action <GameObject> actionToCallOnEnemyDead, Action <GameObject> actionToCallOnEnemyDespawned, out EnemyType enemyTypeSpawned, List <EnemyTypeAmmount> ammounts, int ammountLeft)
    {
        //Spawns a random enemy and returns the weight it has
        List <GameObject> enemiesCanBeSpawned = new List <GameObject> (0);

        foreach (GameObject enemyPrefab in enemyPrefabsCanSpawn)
        {
            EnemyType type  = enemyPrefab.GetComponent <EnemySpawned>().enemyType;
            bool      found = false;
            if (enemyPrefab.GetComponent <EnemySpawned>().pointsCost <= (ammountLeft))
            {
                if (enemyPrefab.GetComponent <EnemySpawned>().maximumEnemiesInPlanet == 0)
                {
                    enemiesCanBeSpawned.Add(enemyPrefab);
                }
                else
                {
                    foreach (EnemyTypeAmmount eta in ammounts)
                    {
                        if (eta.type.Equals(type))
                        {
                            if (eta.ammount < enemyPrefab.GetComponent <EnemySpawned>().maximumEnemiesInPlanet)
                            {
                                enemiesCanBeSpawned.Add(enemyPrefab);
                            }
                            found = true;
                            break;
                        }
                    }
                    if (!found)
                    {
                        enemiesCanBeSpawned.Add(enemyPrefab);
                    }
                }
            }
        }
        if (enemiesCanBeSpawned.Count > 0)
        {
            GameObject randomEnemyToSpawn = enemiesCanBeSpawned [UnityEngine.Random.Range(0, enemiesCanBeSpawned.Count)];
            GameObject newEnemySpawned    = GameObject.Instantiate(randomEnemyToSpawn) as GameObject;
            newEnemySpawned.transform.position = transform.position;

            EnemySpawned enemySpawnedC = newEnemySpawned.GetComponent <EnemySpawned> ();
            enemyTypeSpawned = enemySpawnedC.enemyType;
            enemySpawnedC.actionToCallOnDie     = actionToCallOnEnemyDead;
            enemySpawnedC.actionToCallOnDespawn = actionToCallOnEnemyDespawned;
            StartCoroutine(spawnOverTime(newEnemySpawned));
            return(enemySpawnedC.pointsCost);
        }
        else
        {
            enemyTypeSpawned = EnemyType.None;
            return(0);
        }
    }
Пример #3
0
    private static Enemy SpawnEnemy()
    {
        var enemy = PoolObjects.Get <Enemy>();

        enemy.Transform.SetParent(_enemyContainer);
        enemy.Speed = _currentEnemySpeed;

        enemy.Transform.position = GetRandomPosition;
        EnemyInGame.Add(enemy);
        EnemySpawned?.Invoke(enemy);
        return(enemy);
    }
Пример #4
0
 public GameObject getPrefab(EnemyType type)
 {
     foreach (GameObject enemy in enemyPrefabs)
     {
         EnemySpawned enemySpawned = enemy.GetComponent <EnemySpawned>();
         if (enemySpawned.enemyType.Equals(type))
         {
             return(enemy);
         }
     }
     return(null);
 }
Пример #5
0
    /// <summary>
    /// <para>Spawns a random enemy in a random position and saves it to the spawn array</para>
    /// </summary>
    private void SpawnNewEnemy()
    {
        var randomNumber = Random.Range(0f, 1f);
        var randomHeight = Random.Range(minY, maxY);
        var enemy        = GetRandomEnemy(randomNumber);
        var pooleable    = enemy.GetNextEnemy();
        var position     = new Vector2(limitX, randomHeight);

        pooleable.transform.position = position;
        var enemySpawned = new EnemySpawned(enemy, position, Time.time - startingTime);

        spawns[currentSpawnIndex] = enemySpawned;
        currentSpawnIndex++;
        totalSpawns++;
    }
Пример #6
0
        private void Spawn()
        {
            if (_enemyCount >= MaxCount)
            {
                return;
            }

            var enemy = Instantiate(_enemyPrefab, PositionGenerator.GetRandomPosition(PositionSettings),
                                    GetRandomRotation());

            _enemyCount++;

            EnemySpawned?.Invoke(enemy);

            enemy.GetComponent <AircraftController>().Died += () => _enemyCount--;
        }
Пример #7
0
 void Start()
 {
     GameManager.registerPlanetSpawner(gameObject);
     totalPoints = 0;
     foreach (Wave wave in waves)
     {
         foreach (EnemyTypeAmmount enemyAmmount in wave.enemies)
         {
             GameObject   enemyPrefab  = GameManager.enemyPrefabManager.getPrefab(enemyAmmount.type);
             EnemySpawned enemySpawned = enemyPrefab.GetComponent <EnemySpawned>();
             int          costPerUnit  = enemySpawned.pointsCost;
             totalPoints += (costPerUnit * enemyAmmount.ammount);
         }
     }
     planetCorruption = GetComponent <PlanetCorruption> ();
 }
Пример #8
0
        private void SpawnEnemy()
        {
            var spawnPlace   = GetSpawnCoords();
            var enemySpawned = Instantiate(_enemyPrefabs[Random.Range(0, _enemyPrefabs.Count)], spawnPlace,
                                           Quaternion.identity);

            enemySpawned.transform.parent = _spawnParent;
            _enemiesSpawned.Add(enemySpawned);
            EnemySpawned?.Invoke(enemySpawned);
            var killableEvent = enemySpawned.GetComponent <KillableEvent>();

            if (killableEvent != null)
            {
                killableEvent.KillableDead += OnKillableDead;
            }
        }
Пример #9
0
    private void SpawnEnemy(GameObject toSpawn, Vector3 position)
    {
        EnemySpawned spawned = toSpawn.GetComponent <EnemySpawned>();

        spawned.actionToCallOnDie     = onEnemyDead;
        spawned.actionToCallOnDespawn = onEnemyDespawned;
        toSpawn.SetActive(false);

        GameObject spawnBall = GameObject.Instantiate(GameManager.enemyPrefabManager.getSpawnBall()) as GameObject;

        spawnBall.GetComponent <SpawnBall>().spawned = toSpawn;
        float   forceX = Random.value - 0.5f;
        float   forceY = Random.value - 0.5f;
        Vector3 force  = new Vector3(forceX, forceY, 0f) * 4f;

        spawnBall.transform.position = position + force;
        spawnBall.GetComponent <Rigidbody>().AddForce(force, ForceMode.Impulse);
    }
Пример #10
0
    /*private void addEnemyType(EnemyType type){
     *      bool found = false;
     *      foreach(EnemyTypeAmmount ea in enemiesAmmount){
     *              if(ea.type.Equals(type)){
     *                      ea.ammount++;
     *                      found = true;
     *                      break;
     *              }
     *      }
     *      if(!found){
     *              EnemyTypeAmmount ea = new EnemyTypeAmmount();
     *              ea.type = type;
     *              ea.ammount = 1;
     *              enemiesAmmount.Add(ea);
     *      }
     * }*/

    /*private void substractEnemyType(EnemyType type){
     *
     *      bool found = false;
     *      foreach(EnemyTypeAmmount ea in enemiesAmmount){
     *              if(ea.type.Equals(type)){
     *                      ea.ammount--;
     *                      found = true;
     *                      break;
     *              }
     *      }
     * }*/

    public void onEnemyDead(GameObject enemy)
    {
        if (isActive)
        {
            EnemySpawned enemySpawned = enemy.GetComponent <EnemySpawned> ();
            accumulatedPoints += enemySpawned.pointsCost;
            currentEnemies.Remove(enemy);
            if (currentEnemies.Count == 0)
            {
                ongoingCurrentWave = false;
            }
            GUIManager.setPercentageCorruption((float)accumulatedPoints / (float)totalPoints);

            /*EnemySpawned enemySpawned = enemy.GetComponent<EnemySpawned> ();
             * //accumulatedPoints += enemySpawned.pointsCost;
             * ammountOfActualPointsSpawned -= enemySpawned.pointsCost;
             *
             * substractEnemyType (enemySpawned.enemyType);*/
        }
    }
Пример #11
0
    void GenerateEnemy(int health = 100)
    {
        int i = Random.Range(0, enemies.Length);

        var newEnemy    = Instantiate(enemies[i], gameObject.transform);
        var enemyScript = newEnemy.GetComponent <EnemyScript>();

        enemyScript.TargetPosition = spawnPosition;
        enemyScript.MoveTime       = TimeToEnter;
        enemyScript.RotationSpeed  = Random.Range(rotSpeedMin, rotSpeedMax);
        enemyScript.BobAmplitude   = bobAmplitude;
        enemyScript.BobSpeed       = bobSpeed;

        var material = newEnemy.GetComponentInChildren <MeshRenderer>().material;

        material.SetFloat("_Resolution", Random.Range(noiseResolutionMin, noiseResolutionMax));
        material.SetFloat("_Speed", Random.Range(noiseSpeedMin, noiseSpeedMax));

        CurrentEnemy = new Enemy(newEnemy, health);

        EnemySpawned.Invoke(newEnemy);
    }