void InitElements() { InitWayPoints(); InitSpawnPointList(); AddTempMeshColliders(); playerCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); currentMonsterToSpawn = new MonsterSpawnMode(); nextSpawn = 0f; }
void DecideCurrentMonsterSpawnMode() { // Taking the desired ratio of monster types set by the devs into account if (floaterToWalkerRatio > desiredFloaterToWalkerRatio) { currentMonsterToSpawn = MonsterSpawnMode.WALKER; } else { currentMonsterToSpawn = MonsterSpawnMode.FLOATER; } }