IEnumerator SpawnWaves() { yield return(new WaitForSeconds(startWait)); while (true) { for (int i = 0; i < hazardCount; i++) { // Reallocation = Array[Random.Range(0, 10)]; BouncyEnemy enemyScript = Hazards.GetComponent <BouncyEnemy>(); enemyScript.moveSpeed = Random.Range(moveSpeedMin, moveSpeedMax); enemyScript.delta = Random.Range(bouncinessmin, bouncinessmax); enemyScript.speed = Random.Range(bobSpeedmin, bobSpeedMax); float spawnWait = Random.Range(spawnWaitMin, spawnWaitMax); while (spawnWait == spawnWaitbefore) { for (int a = 0; a < hazardCount; a++) { spawnWait = Random.Range(spawnWaitMin, spawnWaitMax); } } Vector3 spawnPosition = new Vector3(SpawnLocation1.transform.position.x, Random.Range(MinSpawnYvalue, MaxSpawnYvalue) , 0f); Quaternion spawnRotation = Quaternion.identity; Instantiate(Hazards, spawnPosition, spawnRotation); yield return(new WaitForSeconds(spawnWait)); spawnWaitbefore = spawnWait; } yield return(new WaitForSeconds(waveWait)); } }
// Update is called once per frame void Update() { if (hp <= 0) { if (Key == false) { canvasController.addScore(scoreValue); } Key = true; BouncyEnemy enemyScript = GetComponent <BouncyEnemy>(); enemyScript.Fall += -0.005f; enemyScript.rotationSpeed = 40; enemyScript.moveSpeed -= 0.0005f; // enemyScript.moveSpeed = Random.Range(moveSpeedMin, moveSpeedMax); enemyScript.delta = 0f; enemyScript.speed = 0f; } }
void Awake() { LC = FindObjectOfType<LevelController>(); isDead = false; bouncyEnemy = gameObject.transform.parent.gameObject.GetComponent<BouncyEnemy>(); }