// Update is called once per frame void Update() { if (Input.GetKeyDown("escape")) { running = !running; menu.SetActive(!running); } if (Input.GetKeyDown("f1")) { for (int i = 0; i < 10; i++) { Destroy(enemies[i]); int posr = 0; int posc = 0; do { posr = Random.Range(2, maker.data.GetUpperBound(1) - 2); posc = Random.Range(2, maker.data.GetUpperBound(1) - 2); } while (maker.data[posr, posc] == 1); Vector3 pos = new Vector3(posc * maker.width, 0.5f, posr * maker.width); enemies[i] = (GameObject)Instantiate <GameObject>(en, pos, Quaternion.identity); enemies[i].name = "Skel" + i.ToString(); enemies[i].GetComponent <Enemy>().maker = maker; enemies[i].GetComponent <Enemy>().player = player; enemies[i].GetComponent <Enemy>().gc = this; enemies[i].GetComponent <Enemy>().self = enemies[i]; } Destroy(maker.g); maker.makeMaze(35, 35); player.transform.position = new Vector3(3f, 0f, 3f); player.transform.rotation = Quaternion.FromToRotation(new Vector3(), Vector3.up); } }
// Start is called before the first frame update void Start() { running = true; maker = GetComponent <MazeMaker>(); maker.gc = this; maker.makeMaze(35, 35); enemies = new GameObject[10]; player.GetComponent <Player>().maker = maker; player.GetComponent <Player>().gc = this; for (int i = 0; i < 10; i++) { Destroy(enemies[i]); int posr = 0; int posc = 0; do { posr = Random.Range(2, maker.data.GetUpperBound(1) - 2); posc = Random.Range(2, maker.data.GetUpperBound(1) - 2); } while (maker.data[posr, posc] == 1); Vector3 pos = new Vector3(posc * maker.width, 0.5f, posr * maker.width); enemies[i] = (GameObject)Instantiate <GameObject>(en, pos, Quaternion.identity); enemies[i].name = "Skel" + i.ToString(); enemies[i].GetComponent <Enemy>().maker = maker; enemies[i].GetComponent <Enemy>().player = player; enemies[i].GetComponent <Enemy>().gc = this; enemies[i].GetComponent <Enemy>().self = enemies[i]; } }