/// <summary> /// Респаун врага непосредственно /// </summary> /// v1.01 private void Instansing() { GameObject clone = Instantiate(_currentEnemy); clone.name = "Enemy" + clone.GetComponent <EnemyAbstract>().EnemyType + "#Power" + clone.GetComponent <EnemyAbstract>().GetPower() + "#" + _numberOfEnemies; clone.GetComponent <EnemyAbstract>().EnemyType = clone.name; _numberOfEnemies++; clone.GetComponent <EnemyAbstract>().TypeOfEnemyChoice = GameObjectsTransformFinder.SetRandomTypeOfEnemyChoiceForPlayerUnit(); NetworkServer.Spawn(clone); GameObjectsTransformFinder .AddToEnemyTransformList(clone.transform); _enemyCountLevels[_instEnemy]--; _isMayBeInstanced = false; _respawnTime = (float)rnd.NextDouble() * rnd.Next(1, 4) * _tempRespawnTime; }
private void CmdInstantiateObject(string skillString, int currentNumber, GameObject playerHelper, Vector3 pos) { //Debug.Log(playerHelper.GetComponent<PlayerHelper>()); //Debug.Log(playerHelper.GetComponent<PlayerHelper>().GetPrefab(currentNumber)); GameObject objectForInstantiate = Instantiate(playerHelper.GetComponent <PlayerHelper>() .GetPrefab(currentNumber), pos, Quaternion.Euler(90, 0, 0)); objectForInstantiate.GetComponent <PlayerAbstract>().InstantedPlayerReference = playerHelper.GetComponent <PlayerHelper>(); objectForInstantiate.name = objectForInstantiate.GetComponent <PlayerAbstract>().PlayerType + "#" + _numberOfUnits; DataPlayer.SetNewSkillsOfUnitForInstantiate(skillString, objectForInstantiate, currentNumber); objectForInstantiate.GetComponent <PlayerAbstract>().TypeOfEnemyChoice = GameObjectsTransformFinder.SetRandomTypeOfEnemyChoiceForPlayerUnit(); NetworkServer.Spawn(objectForInstantiate); GameObjectsTransformFinder .AddToPlayerTransformList(objectForInstantiate.transform); objectForInstantiate.transform.parent = playerHelper.transform; }