void Start() { rb = GetComponent <Rigidbody> (); targetColor.color = new Color(0, 0, 0, 0); targetPoint = GameObject.Find("Player").GetComponent <Transform>(); gameController = GameObject.Find("GameControl"); spawnWave = gameController.GetComponent <SpawnWave>(); //if (shipID == 0 || shipID == 1 || shipID == 2) //{ // targetPoint = GameObject.Find("Player").GetComponent<Transform>(); // SetColor(0); //} //else if (shipID == 106) //{ // targetColor.color = new Color(0, 0, 0, 0); // targetPoint = GameObject.Find("Player").GetComponent<Transform>(); // gameController = GameObject.Find("GameControl"); // spawnWave = gameController.GetComponent<SpawnWave>(); //} // else if (shipID == 104) // { // StartCoroutine(SimulateProjectile()); // // } // SetInitialPosition(); }
public void NotifyWaveStarting(SpawnWave wave) { if (OnNotifyWaveStarting != null) { OnNotifyWaveStarting(wave); } }
void StartNextWave() { if (spawnWaves.Count == 0) { //finished = true; if (spawnedEnemies.Count <= 0) { GameManager.Instance.NotifyLevelFinished(true); } } else { SpawnWave wave = spawnWaves[0]; waveCount += 1; Spawn(wave); spawnWaves.RemoveAt(0); _CurrentWaveTimeout = WaveTime; GameManager.Instance.NotifyWaveChanged(waveCount, waveTotal); GameManager.Instance.NotifyWaveStarting(wave); } }
private IEnumerator SpawnNextWave() { _nextWaveIndex++; if (_nextWaveIndex > _waves.Length - 1) { while (_coffeeMakersAlive != 0) { yield return(null); } _gameController.EndGame(win: true); } else { if (_nextWaveIndex != 0) { while (_coffeeMakersAlive != 0) { yield return(null); } yield return(ShowShop()); } SpawnWave nextWave = _waves[_nextWaveIndex]; yield return(SpawnNextWave(nextWave)); } }
private IEnumerator SpawnFirstStates() { if (_firstStates.Length == 0) { Debug.LogError("Need a first wave."); } for (int i = 0; i < _firstStates.Length; i++) { if (i > 0) { yield return(new WaitForSeconds(_firstStates[i - 1].TotalDuration)); } StartCoroutine(ExecuteSpawnState(_firstStates[i])); } SpawnWave previousWave = _firstStates[_firstStates.Length - 1]; if (_firstStates.Length > 0) { yield return(new WaitForSeconds(previousWave.TotalDuration)); } StartCoroutine(SpawnLoop(previousWave)); }
private void Awake() { inputParser = FindObjectOfType <InputParser>(); spawnWave = FindObjectOfType <SpawnWave>(); ConfigCanvas(); Invoke("SpawnNewWords", 2); }
void Spawn(SpawnWave spawnWave) { for (int spawnPoint = 0; spawnPoint < spawnWave.SpawnPoints.Count; spawnPoint++) { var spawn = spawnWave.SpawnPoints[spawnPoint]; for (int i = 0; i < spawn.slimes; i++) { GameManager.Instance.RequestEnemySpawn(SpawnableObjects.Instance.SlimePool, spawnPoint); } for (int i = 0; i < spawn.slimes_with_gun; i++) { GameManager.Instance.RequestEnemySpawn(SpawnableObjects.Instance.SlimeWithGunPool, spawnPoint); } for (int i = 0; i < spawn.slimes_with_melee; i++) { GameManager.Instance.RequestEnemySpawn(SpawnableObjects.Instance.SlimeWithMeleePool, spawnPoint); } for (int i = 0; i < spawn.ghosts; i++) { GameManager.Instance.RequestEnemySpawn(SpawnableObjects.Instance.GhostPool, spawnPoint); } for (int i = 0; i < spawn.ghosts_with_gun; i++) { GameManager.Instance.RequestEnemySpawn(SpawnableObjects.Instance.GhostWithGunPool, spawnPoint); } for (int i = 0; i < spawn.ghosts_with_melee; i++) { GameManager.Instance.RequestEnemySpawn(SpawnableObjects.Instance.GhostWithMeleePool, spawnPoint); } } }
void Start() { audioSource = GetComponent <AudioSource> (); GameObject obj = GameObject.Find("GameControl"); objWave = obj.GetComponent <SpawnWave>(); player = obj.GetComponent <GameController>().mainPlayer.transform; }
public void InitializeLevel() { GetComponent <SetupScene>().availableBudget = spawnList[level].budget; nextState = gameObject.GetComponent <SetupScene>(); SpawnWave spawnWaves = GetComponent <SpawnWave>(); spawnWaves.spawnWave = spawnList[level].enemySpawnDetails; }
//!this was for testing //public List<string> possiblewords; // Use this for initialization void Awake() { //!this was for testing //possiblewords = WordGenerator.WordList; spawner = GetComponent <SpawnWord>(); spawnWave = GetComponent <SpawnWave>(); WordGenerator.PopulateWordList(); }
public void StartSpawner() { SpawnEnabled = true; _waveTimer = 0; _currentWave = Waves[0]; _currentWaveEnemyIndex = 0; _currentEnemy = _currentWave.Spawns[0]; _addTimeout = _currentWave.AdditionalDelay; }
private IEnumerator ExecuteSpawnState(SpawnWave spawnState) { yield return(new WaitForSeconds(spawnState.delay)); foreach (SpawnField spawnField in spawnState.spawnFields) { StartCoroutine(ExecuteSpawnField(spawnField)); } }
public static void WaveComplete(SpawnWave w) { waveMan.waveCount--; if (waveMan.waveCount <= 0) { GameManager.OutOfWaves(); } }
IEnumerator CreateSpawnWave(Wave waveRef) { yield return(new WaitForSeconds(waveRef.spawnTimeAfterStart)); GameObject gObj = Instantiate(spawnWavePrefab, transform); SpawnWave sw = gObj.GetComponent <SpawnWave> (); sw.waveRef = waveRef; }
private void Start() { _currentWave = Waves.Count > 0 ? Waves[0] : null; if (_currentWave == null) { Debug.LogWarning("[INVALID SPAWN MANAGER] Add Waves to use SpawnManager"); return; } waveIndex = 0; StartWave(); }
void NewWave(int waveNumber) { foreach (SpawnWave w in waves) // Checks each wave { w.gameObject.SetActive(false); // Disables all waves } currentWave = waves[waveNumber]; // Meant to advance wave by one waveActive = false; // Declares that there is not a wave active // waveStatus.text = prepareForWave + " " + waveNumber + 1; // Changes hud text to reflect no wave being active waveStatus.text = prepareForWave + (waveNumber + 1).ToString(); // Changes hud text to reflect no wave being active }
void FillQueue() { SpawnWave wave = spawnWaves.Dequeue(); foreach (string enemy in wave.enemies) { spawnQueue.Enqueue(enemy); } spawnDelay = wave.startTime; currentDelta = wave.timeDelta; variantTimer = wave.timer; }
// Use this for initialization void Start() { mainMusic = GetComponent <AudioSource>(); mainMusic.Stop(); this.GetComponent <AudioSource>().Play(); spawnWave = GameObject.FindObjectOfType <SpawnWave>(); player = FindObjectOfType <PlayerManager>(); healthBar = GetComponentInChildren <Slider>(); MaxHealth = 6; CurrentHealth = MaxHealth; }
private SpawnWave GenerateSpawnState(SpawnWave previousSpawnWave) { int newWheight = GetNewWheight(previousSpawnWave.Wheight); int qttOfStuffed = 0; int qttOfRoll = 0; int qttOfGolem = 0; int atualWheight = 0; while (atualWheight < newWheight) { int rand = Random.Range(0, 3); switch (rand) { case 0: qttOfStuffed++; atualWheight += _stuffedCookie.Wheight; break; case 1: qttOfRoll++; atualWheight += _roolCookie.Wheight; break; case 2: qttOfGolem++; atualWheight += _golemCookie.Wheight; break; } } List <SpawnField> spawnFields = new List <SpawnField>(); if (qttOfStuffed > 0) { spawnFields.Add(new SpawnField(0, _randomWavesDelay, qttOfStuffed, _stuffedCookie)); } if (qttOfRoll > 0) { spawnFields.Add(new SpawnField(0, _randomWavesDelay, qttOfRoll, _roolCookie)); } if (qttOfGolem > 0) { spawnFields.Add(new SpawnField(0, _randomWavesDelay, qttOfGolem, _golemCookie)); } return(new SpawnWave(0, spawnFields.ToArray())); }
private IEnumerator SpawnNextWave(SpawnWave wave) { _currentWave = wave; _coffeeMakersAlive += wave.Count; yield return(new WaitForSeconds(wave.TimeBeforeFirstSpawn)); yield return(SpawnCoffeeMakers(CoffeeMakerType.Cafetiere, wave.NumCafetieres, wave.TimeBetweenSpawns)); yield return(SpawnCoffeeMakers(CoffeeMakerType.ItalianStove, wave.NumItalianStoves, wave.TimeBetweenSpawns)); yield return(SpawnNextWave()); }
public void GotoWave(int waveIndex) { NextWaveStartTime = 0; currentWave = null; if (WaveCount <= 0) NextWaveIndex = 0; else if (waveIndex >= WaveCount) NextWaveIndex = WaveCount - 1; if (waveIndex < WaveCount) nextWave = waves[NextWaveIndex]; }
private void Update() { transform.position = Vector3.LerpUnclamped(startPosition, targetPosition, (Time.time - startTime) / Duration); if (transform.localPosition.y <= 0) { if (!invoked) { invoked = true; SpawnWave?.Invoke(); } Destroy(gameObject, .5f); } }
private void startWave(SpawnWave wave) { //Debug.Log ("WaveController::startWave"); for (int i=0; i<_wave.units.Length; i++) { if (_wave.units[i].time == 0) { spawnUnit (_wave.units[i]); } else { StartCoroutine(initUnitSpawn(_wave.units[i])); } } }
// Start is called before the first frame update void Start() { //!!!this looks like it will just get one of the random waves... is this what you want? If you want the variable from the current wave use that instead of get component. Talk to me if you need help -KE fireWave = GetComponent <SpawnWave>().waveOfFire; trappedWave = GetComponent <SpawnWave>().trapedFloor; fireFloor = GetComponent <SpawnWave>().fireFloor; trapFloor = GetComponent <SpawnWave>().trapFloor; currentWaveNumber = 0; currentWave = null; waves = GetComponents <SpawnWave>(); enemiesSpawned = new List <AMS_Health_Management>(); SetUpWave(); }
public void Spawn(StageSimulator stageSimulator) { foreach (var enemy in _enemies) { stageSimulator.Player.Targets.Add(enemy); stageSimulator.Characters.Enqueue(enemy, Simulator.TurnPriority / enemy.SPD); enemy.InitAI(); } var enemies = _enemies.Select(enemy => new Enemy(enemy)).ToList(); var spawnWave = new SpawnWave(null, stageSimulator.WaveNumber, stageSimulator.WaveTurn, enemies, HasBoss); stageSimulator.Log.Add(spawnWave); }
// Update is called once per frame void Update() { if (_addTimeout >= 0) { _addTimeout -= Time.deltaTime; } if (_waveTimer >= 0) { _waveTimer -= Time.deltaTime; } if (!SpawnEnabled) { return; } if (WaveCompleted()) { Bonus.SpawnBonus(_currentWave.FinalBonus, Vector3.zero); GameManager.Instance.WavePassed(_currentWaveIndex); _currentWaveIndex++; if (_currentWaveIndex >= Waves.Count) { GameManager.Instance.GameEnded(false); Debug.Log("Finished game"); SpawnEnabled = false; return; } else { _currentWave = Waves[_currentWaveIndex]; _addTimeout = _currentWave.AdditionalDelay; _currentEnemy = _currentWave.Spawns[0]; _currentWaveEnemyIndex = 0; } } else { if (_waveTimer <= 0) { SpawnWave(); } if (CanSpawnAdditionalEnemy()) { SpawnAdditionalEnemy(); } } }
private void startWave(SpawnWave wave) { //Debug.Log ("WaveController::startWave"); for (int i = 0; i < _wave.units.Length; i++) { if (_wave.units[i].time == 0) { spawnUnit(_wave.units[i]); } else { StartCoroutine(initUnitSpawn(_wave.units[i])); } } }
private IEnumerator SpawnLoop(SpawnWave previousWave) { bool isFirst = true; while (GameManager.Instance.IsPlaying) { if (!isFirst) { yield return(new WaitForSeconds(previousWave.TotalDuration)); } SpawnWave spawnWave = GenerateSpawnState(previousWave); StartCoroutine(ExecuteSpawnState(spawnWave)); previousWave = spawnWave; isFirst = false; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Return)) { spawnWaveIndex += 1; if (spawnWaveIndex < SpawnWaves.Count) { currentWave = SpawnWaves[spawnWaveIndex]; currentWave.PrepareWave(); StartCoroutine(StartSpawn()); } else { Debug.Log("NO MORE WAVES"); } } }
public void Update() { if (waves.Count == 0) { if (!roundOver) { //if(enemies.Length == 0){ if (GameLogic.EnemyCount == 0) { // Debug potential error GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); if (enemies.Length != 0) { Debug.LogError("ERROR: Enemy Count should be 0!!!"); } roundEndTimer = 5.0f; roundOver = true; Camera.main.GetComponent <PrintMessage>().printMessage("Round Complete", 5.0f); } } if (roundEndTimer > 0.0f) { roundEndTimer -= Time.deltaTime; } return; } SpawnWave wave = waves [0]; // Update Wave wave.Update(); // Wave Complete if (wave.IsComplete()) { waves.RemoveAt(0); ++GameLogic.waveNumber; } }
public IEnumerator BeginSpawnWave(int waveIndex) { if (waveIndex < waves.Count()) { m_CurrentWave = waves[waveIndex]; yield return(StartCoroutine(SpawnLoop())); // Little hacky, but it'll do for now WaveGenerator w = FindObjectOfType <WaveGenerator>(); if (w != null) { w.isWaveActive = false; } else { WaveGeneratorTutorial t = FindObjectOfType <WaveGeneratorTutorial>(); t.isWaveActive = false; } } }
public void init(LevelEnemyWorker enemyControl, SpawnWave wave, Transform moveFinalTarget) { //Debug.Log ("WaveController::init time="+wave.time); this.moveFinalTarget = moveFinalTarget; _wave = wave; _enemyControl = enemyControl; leftSpawnUnits = 0; for (int i=0; i<_wave.units.Length; i++) { leftSpawnUnits+=_wave.units[i].count; } if (_wave.time == 0) { startWave (_wave); } else { StartCoroutine(initSpawnWave(_wave)); } }
IEnumerator DestroyEnemies() { SwipeDestroyingEnemy = true; SpawnWave objsw = GetComponent <SpawnWave>(); GameObject objShip = null; if (sid != null) { if (sid.Count > 0) { foreach (int id in sid) { // Debug.Log("lista: " + id.ToString()); for (int i = 0; i < objsw.pooledShipsA.Count; i++) { objShip = objsw.pooledShipsA[i]; int pid = objShip.GetComponent <ShipControl>().shipID; if (pid == id) { objShip.SetActive(false); objShip.GetComponent <EnemyWeaponController> ().CancelInvokes(); if (explosionEnemy != null) { Vector3 vector = GameObject.Find("MainCamera").GetComponent <Camera>().WorldToScreenPoint(objShip.transform.position); Instantiate(explosionEnemy, objShip.transform.position, objShip.transform.rotation); } break; } } yield return(new WaitForSeconds(0.2f)); } } } sid = new List <int>(); yield return(new WaitForEndOfFrame()); SwipeDestroyingEnemy = false; }
public void Activate(Scene scene, float time) { if (currentWave != null) { bool finished = currentWave.Activate(scene, time); if (finished) currentWave = null; } else if (nextWave != null && NextWaveStartTime <= time) { nextWave.Start(time); currentWave = nextWave; NextWaveIndex += 1; if (NextWaveIndex < WaveCount) { nextWave = waves[NextWaveIndex]; NextWaveStartTime = time + waveIntervalTime; } else { nextWave = null; } } }
void GetSpawnRound(int roundIndex) { SpawnWave wave; round = new SpawnRound(); if (roundIndex == 0) { // Wave 1 wave = new SpawnWave(); wave.spawnTime = 2.0f; wave.enemySets.Add (new EnemySet("Enemy", 3, 1)); if(spawnRoundNumber == 0){ wave.startFunction = () => { Camera.main.GetComponent<PrintMessage>().printMessage("Left Stick: Move\n\nRight Stick: Shoot", 15.0f); }; } round.waves.Add(wave); // Wave 2 wave = new SpawnWave(); wave.spawnTime = 5.0f; wave.enemySets.Add (new EnemySet("Enemy", 8, 1)); wave.enemySets.Add (new EnemySet("Enemy", 3, 2)); round.waves.Add(wave); // Wave 3 wave = new SpawnWave(); wave.spawnTime = 8.0f; wave.enemySets.Add (new EnemySet("Enemy", 12, 2)); wave.enemySets.Add (new EnemySet("Enemy", 8, 3)); wave.enemySets.Add (new EnemySet("Enemy", 2, 4)); round.waves.Add(wave); // Wave 4 wave = new SpawnWave(); wave.spawnTime = 10.0f; wave.enemySets.Add (new EnemySet("SplitEnemy", 2, 1)); if(spawnRoundNumber == 0){ Player.canSplit = true; } round.waves.Add(wave); // Wave 5 wave = new SpawnWave(); wave.spawnTime = 10.0f; wave.enemySets.Add (new EnemySet("SplitEnemy", 2, 1)); if(spawnRoundNumber == 0){ wave.startFunction = () => { Camera.main.GetComponent<PrintMessage>().printMessage("XBox Bumpers:\nSplit your ship appart!\n\nCut large enemies in half", 20.0f); }; } round.waves.Add(wave); // Wave 6 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("EnemyBlob", 1, 100)); wave.waitForEnemies = true; wave.startFunction = () => { Camera.main.GetComponent<PrintMessage>().printMessage("Boss Wave", 5.0f); }; round.waves.Add(wave); } else if (roundIndex == 1) { // Wave 1 wave = new SpawnWave(); wave.spawnTime = 5.0f; wave.enemySets.Add (new EnemySet("Enemy", 8, 1)); wave.enemySets.Add (new EnemySet("Enemy", 3, 2)); round.waves.Add(wave); // Wave 2 wave = new SpawnWave(); wave.spawnTime = 8.0f; wave.enemySets.Add (new EnemySet("Enemy", 12, 2)); wave.enemySets.Add (new EnemySet("Enemy", 8, 3)); wave.enemySets.Add (new EnemySet("Enemy", 2, 4)); round.waves.Add(wave); // Wave 3 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 8, 1)); wave.enemySets.Add (new EnemySet("Enemy", 5, 2)); wave.enemySets.Add (new EnemySet("Enemy", 3, 3)); wave.enemySets.Add (new EnemySet("Enemy", 2, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 2, 1)); round.waves.Add(wave); // Wave 4 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 8, 1)); wave.enemySets.Add (new EnemySet("Enemy", 5, 2)); wave.enemySets.Add (new EnemySet("Enemy", 3, 3)); wave.enemySets.Add (new EnemySet("Enemy", 2, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 8, 2)); round.waves.Add(wave); // Wave 5 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("EnemyBlob", 2, 100)); wave.waitForEnemies = true; wave.startFunction = () => { Camera.main.GetComponent<PrintMessage>().printMessage("Boss Wave", 5.0f); }; round.waves.Add(wave); } else if (roundIndex == 2) { // Wave 1 wave = new SpawnWave(); wave.spawnTime = 8.0f; wave.enemySets.Add (new EnemySet("Enemy", 12, 2)); wave.enemySets.Add (new EnemySet("Enemy", 8, 3)); wave.enemySets.Add (new EnemySet("Enemy", 2, 4)); round.waves.Add(wave); // Wave 2 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 8, 1)); wave.enemySets.Add (new EnemySet("Enemy", 5, 2)); wave.enemySets.Add (new EnemySet("Enemy", 3, 3)); wave.enemySets.Add (new EnemySet("Enemy", 2, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 2, 1)); round.waves.Add(wave); // Wave 3 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 20, 1)); wave.enemySets.Add (new EnemySet("Enemy", 10, 2)); wave.enemySets.Add (new EnemySet("Enemy", 8, 3)); wave.enemySets.Add (new EnemySet("Enemy", 5, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 8, 3)); round.waves.Add(wave); // Wave 4 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 20, 1)); wave.enemySets.Add (new EnemySet("Enemy", 10, 2)); wave.enemySets.Add (new EnemySet("Enemy", 8, 3)); wave.enemySets.Add (new EnemySet("Enemy", 5, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 8, 1)); wave.enemySets.Add (new EnemySet("SplitEnemy", 6, 2)); wave.enemySets.Add (new EnemySet("SplitEnemy", 4, 3)); wave.enemySets.Add (new EnemySet("SplitEnemy", 2, 4)); round.waves.Add(wave); // Wave 5 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("EnemyBlob", 3, 100)); wave.waitForEnemies = true; wave.startFunction = () => { Camera.main.GetComponent<PrintMessage>().printMessage("Boss Wave", 5.0f); }; round.waves.Add(wave); } /* else if (roundIndex == 3) { // Wave 1 wave = new SpawnWave(); wave.spawnTime = 2.0f; wave.enemySets.Add (new EnemySet("Enemy", 20, 1)); wave.enemySets.Add (new EnemySet("Enemy", 5, 2)); wave.enemySets.Add (new EnemySet("SplitEnemy", 3, 1)); round.waves.Add(wave); // Wave 2 wave = new SpawnWave(); wave.spawnTime = 20.0f; wave.enemySets.Add (new EnemySet("Enemy", 30, 1)); wave.enemySets.Add (new EnemySet("Enemy", 10, 2)); wave.enemySets.Add (new EnemySet("Enemy", 5, 3)); wave.enemySets.Add (new EnemySet("SplitEnemy", 6, 1)); round.waves.Add(wave); // Wave 3 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 40, 1)); wave.enemySets.Add (new EnemySet("Enemy", 20, 2)); wave.enemySets.Add (new EnemySet("Enemy", 10, 3)); wave.enemySets.Add (new EnemySet("Enemy", 5, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 8, 1)); round.waves.Add(wave); // Wave 4 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 50, 1)); wave.enemySets.Add (new EnemySet("Enemy", 30, 2)); wave.enemySets.Add (new EnemySet("Enemy", 20, 3)); wave.enemySets.Add (new EnemySet("Enemy", 15, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 10, 1)); round.waves.Add(wave); // Wave 5 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("EnemyBlob", 4, 100)); wave.waitForEnemies = true; wave.startFunction = () => { Camera.main.GetComponent<PrintMessage>().printMessage("Boss Wave", 5.0f); }; round.waves.Add(wave); } */ else// (roundIndex == 3) { int extra = (roundIndex-1) * 5; // Wave 1 wave = new SpawnWave(); wave.spawnTime = 2.0f; wave.enemySets.Add (new EnemySet("Enemy", 20 + extra, 1)); wave.enemySets.Add (new EnemySet("Enemy", 5 + extra, 2)); wave.enemySets.Add (new EnemySet("SplitEnemy", 3 + extra, 1)); round.waves.Add(wave); // Wave 2 wave = new SpawnWave(); wave.spawnTime = 20.0f; wave.enemySets.Add (new EnemySet("Enemy", 30 + extra, 1)); wave.enemySets.Add (new EnemySet("Enemy", 10 + extra, 2)); wave.enemySets.Add (new EnemySet("Enemy", 5 + extra, 3)); wave.enemySets.Add (new EnemySet("SplitEnemy", 6 + extra, 1)); round.waves.Add(wave); // Wave 3 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 40 + extra, 1)); wave.enemySets.Add (new EnemySet("Enemy", 20 + extra, 2)); wave.enemySets.Add (new EnemySet("Enemy", 10 + extra, 3)); wave.enemySets.Add (new EnemySet("Enemy", 5 + extra, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 8 + extra, 1)); round.waves.Add(wave); // Wave 4 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 50 + extra, 1)); wave.enemySets.Add (new EnemySet("Enemy", 30 + extra, 2)); wave.enemySets.Add (new EnemySet("Enemy", 20 + extra, 3)); wave.enemySets.Add (new EnemySet("Enemy", 15 + extra, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 10 + extra, 1)); round.waves.Add(wave); // Wave 5 /* wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("Enemy", 50 + extra, 1)); wave.enemySets.Add (new EnemySet("Enemy", 40 + extra, 2)); wave.enemySets.Add (new EnemySet("Enemy", 30 + extra, 3)); wave.enemySets.Add (new EnemySet("Enemy", 25 + extra, 4)); wave.enemySets.Add (new EnemySet("SplitEnemy", 12 + extra, 1)); round.waves.Add(wave); */ // Wave 5 wave = new SpawnWave(); wave.spawnTime = 30.0f; wave.enemySets.Add (new EnemySet("EnemyBlob", extra, 50)); wave.waitForEnemies = true; wave.startFunction = () => { Camera.main.GetComponent<PrintMessage>().printMessage("Boss Wave", 5.0f); }; round.waves.Add(wave); } }
private IEnumerator initSpawnWave(SpawnWave wave) { yield return new WaitForSeconds(wave.time); startWave(wave); }
public void Load(SpawnSetting setting) { if (setting == null) return; waveIntervalTime = setting.WaveIntervalTime; Dictionary<int, SpawnWave> waveDict = new Dictionary<int, SpawnWave>(); foreach (var locationSetting in setting.Locations) { foreach (var waveSetting in locationSetting.Waves) { SpawnWave wave; if (!waveDict.TryGetValue(waveSetting.WaveIndex, out wave)) { wave = new SpawnWave(); waveDict.Add(waveSetting.WaveIndex, wave); } SpawnEntry entry = new SpawnEntry(); entry.PathIndex = locationSetting.PathIndex; entry.DelayTime = waveSetting.DelayTime; entry.IntervalTime = waveSetting.IntervalTime; entry.SpawnTimes = waveSetting.SpawnTimes; entry.SpawnPerTime = waveSetting.SpawnPerTime; entry.TemplateID = waveSetting.TemplateID; wave.Entries.Add(entry); } } waves = waveDict.Values.ToList(); WaveCount = waves.Count; }