//------------------------------------------------------------------------ void Spawn() { if (prefabList.Count == 0) { return; } if (spawnRegions.Count > 0) { spawnLocation = spawnRegions[ChooseWeightedSpawnIndex()].center; } ++aliveCount; int idx = Random.Range(0, prefabList.Count); GameObject prefab = prefabList[idx]; GameObject go = GameObject.Instantiate(prefab, spawnLocation, Quaternion.identity); SpawnerChild child = go.AddComponent <SpawnerChild>(); child.spawner = this; spawnTimer.Start(delayBetweenSpawns); }
void Spawn(float facingDir) { if (prefabList.Count == 0) { return; } // -1 left/ 1 right spawnLocation = (facingDir > 0) ? rightSideSpawn.center : leftSideSpawn.center; int index = Random.Range(0, prefabList.Count); GameObject prefab = prefabList[index]; GameObject spawnedEnemy = Instantiate(prefab, spawnLocation, Quaternion.identity); SpawnerChild child = spawnedEnemy.AddComponent <SpawnerChild>(); child.oncomingSpawner = this; enemyDoesExist = true; }
//------------------------------------------------------------------------ void Spawn() { if (prefabList.Count == 0) { return; } ++aliveCount; // TODO: Give options for HOW it spawns; int idx = Random.Range(0, prefabList.Count); GameObject prefab = prefabList[idx]; GameObject go = GameObject.Instantiate(prefab, transform.position, Quaternion.identity); SpawnerChild child = go.AddComponent <SpawnerChild>(); child.spawner = this; spawnTimer.Start(delayBetweenSpawns); }