Пример #1
0
    void OnValidate()
    {
        gameManager    = FindObjectOfType <GameManagerScript>();
        starMapManager = FindObjectOfType <StarMapManagement>();
        menuManager    = FindObjectOfType <MenuManagerScript>();
        playerStats    = FindObjectOfType <PlayerStats>();
        current        = this;

        /*
         * //Count number of ennemy to spawn and Give waypoints to ennemyPrefabs in waveConfigs
         * for (int i = 0; i < waveConfigs.Length; i++)
         * {
         *  for (int j = 0; j < waveConfigs[i].ennemiesNumberToSpawn.Length; j++)
         *  {
         *      if (waveConfigs[i].ennemyPrefabs[j].GetComponent<Ennemy>() != null)
         *      {
         *          waveConfigs[i].ennemyPrefabs[j].GetComponent<Ennemy>().waveConfig = waveConfigs[i];
         *      }
         *      else if(waveConfigs[i].ennemyPrefabs[j].GetComponent<EnnemySquad>() != null)
         *      {
         *          waveConfigs[i].ennemyPrefabs[j].GetComponent<EnnemySquad>().waveConfig = waveConfigs[i];
         *      }
         *
         *      ennemyCount = waveConfigs[i].ennemiesNumberToSpawn[j];
         *  }
         * }
         */

        //StartBattle();
        //StartCoroutine(SpawnLoopWave(1));
        //StartCoroutine(SpawnAllWaves());
    }
Пример #2
0
    // Start is called before the first frame update
    void Start()
    {
        gameManager    = FindObjectOfType <GameManagerScript>();
        ennemySpawner  = FindObjectOfType <EnnemySpawner>();
        starMapManager = FindObjectOfType <StarMapManagement>();
        menuManager    = FindObjectOfType <MenuManagerScript>();

        maxRange = starMapManager.maxDistanceBtwSectorsLink;
        minRange = starMapManager.minDistanceBtwSectorsLink;

        spriteRenderer = GetComponent <SpriteRenderer>();
        starMapManager = FindObjectOfType <StarMapManagement>();
        whatIsSector   = starMapManager.whatIsSector;
    }
 private void OnValidate()
 {
     current = this;
     //eventGenerator = FindObjectOfType<EventGenerator>();
 }