示例#1
0
        private void PhaseRain()
        {
            if (_frame == 1)
            {
                Behaviour01 enemy = Instantiate(_enemyLargeRain);
                enemy.Init(new Vector3(165, 470));
                _gameManager.Enemies.Add(enemy);
            }
            else if (_frame == 700)
            {
                Behaviour01 enemy = Instantiate(_enemyLargeRain);
                enemy.Init(new Vector3(165, 470));
                _gameManager.Enemies.Add(enemy);
            }
            else if (_frame == 1400)
            {
                Behaviour01 enemy = Instantiate(_enemyLargeRain);
                enemy.Init(new Vector3(165, 470));
                _gameManager.Enemies.Add(enemy);
            }

            if (_frame >= 120 && _frame % 120 == 0 && _frame <= 1920)
            {
                if (_frame % 240 == 0)
                {
                    Behaviour04 enemy = Instantiate(_enemySmallRipRound);
                    enemy.Init(new Vector3(20, -30), 90, 16);
                    _gameManager.Enemies.Add(enemy);
                }
                else
                {
                    Behaviour04 enemy = Instantiate(_enemySmallRipRound);
                    enemy.Init(new Vector3(310, -30), 90, 0);
                    _gameManager.Enemies.Add(enemy);
                }
            }

            else if (_frame == 2100)
            {
                NextPhase();
            }
        }
示例#2
0
 private void PhaseEdgeSkulls()
 {
     if (_frame >= 40 && _frame % 40 == 0 && _frame <= 1000)
     {
         if (_frame % 80 == 0)
         {
             Behaviour04 enemy = Instantiate(_enemySmallRipRound);
             enemy.Init(new Vector3(20, -30), 90, 0);
             _gameManager.Enemies.Add(enemy);
         }
         else
         {
             Behaviour04 enemy = Instantiate(_enemySmallRipRound);
             enemy.Init(new Vector3(310, -30), 90, 16);
             _gameManager.Enemies.Add(enemy);
         }
     }
     if (_frame == 1100)
     {
         NextPhase();
     }
 }