void Update() { if (spawnCount > 0) { spawnCount -= Time.deltaTime; if (spawnCount <= 0) { position = new Vector3(Random.Range(-20, 20), 1, Random.Range(-20, 20)); // Spawns the enemies at a random position random = Random.Range(1, 4); if (random <= 2) // chooses a random enemy to spawn, currently bias towards zombies over shooters { ZombieController newEnemy = Instantiate(enemy, position, Quaternion.identity) as ZombieController; } else { ShooterControler newEnemy = Instantiate(shooter, position, Quaternion.identity) as ShooterControler; } spawnCount = spawnTime; if (spawnTime > 2) // These speed up the spawning to make the game harder { spawnTime -= 0.2f; } else if (spawnTime > 1) { spawnTime -= 0.1f; } } } }
private void EnemyDelay() // The enemy is spawned 1 second after the particle effect apears. { random = Random.Range(1, 6); // chooses a random enemy if (random <= 2) // chooses the enemy to spawn { ZombieController newEnemy = Instantiate(zombie, transform.position, Quaternion.identity) as ZombieController; } else if (random == 3) { ShooterControler newEnemy = Instantiate(shooter, transform.position, Quaternion.identity) as ShooterControler; } else if (random == 4) { runnerController newEnemy = Instantiate(runner, transform.position, Quaternion.identity) as runnerController; } else if (random == 5) { shotgunnerController newEnemy = Instantiate(shotgunner, transform.position, Quaternion.identity) as shotgunnerController; } Destroy(gameObject); // deletes the particle effect }