void OnCollisionEnter(Collision collision) { Collider collider = collision.collider; if (collider.CompareTag("Player")) { AudioSource.PlayClipAtPoint(deathKnell, new Vector3(0, 3, 0)); Instantiate(explosion, gameObject.transform.position, Quaternion.AngleAxis(-90, Vector3.right)); PlayerObject.lives--; Debug.Log(PlayerObject.lives); if (PlayerObject.lives == 0) { collider.gameObject.SetActive(false); Destroy(gameObject); Alien.speed = 0.0f; Alien.fallRate = 1.0f; GameOver.isPlayerDead = true; } } else if (collider.CompareTag("Bunker")) { GameObject bunker = collider.gameObject; Bunker b = bunker.GetComponent <Bunker>(); b.hp -= 1; Destroy(gameObject); } }
public void Test_MakeBunkers() { var bunker = new Bunker(0, 560); var t = bunker.MakeBunkers(); Assert.AreEqual(2, t.Count); }
public void CreateBunkerGizmo(Bunker bunker) { var go = PrefabHelper.InstantiateAndReset(BunkerGizmoPrefab, transform); go.transform.position = bunker.transform.position.SetV3Y(0.1f); var gizmo = go.GetComponent<BunkerGizmo>(); bunker.Gizmo = gizmo; gizmo.Init(bunker); }
public void Setup() { GameObject bunkerGO = PoolManager.Instance.Spawn(Resources.Load("BunkerTest") as GameObject, Vector3.zero, Quaternion.identity); GameObject sfxPlayerGO = MonoBehaviour.Instantiate(Resources.Load("SFXManagerTest") as GameObject, Vector3.zero, Quaternion.identity); bunker = bunkerGO.GetComponent <Bunker>(); bunker.Init(); }
public void CreateBunkerGizmo(Bunker bunker) { var go = PrefabHelper.InstantiateAndReset(BunkerGizmoPrefab, transform); go.transform.position = bunker.transform.position.SetV3Y(0.1f); var gizmo = go.GetComponent <BunkerGizmo>(); bunker.Gizmo = gizmo; gizmo.Init(bunker); }
private static void Remove(Bunker bunker) { if (bunker.CurrentUsedSpace == 0) { result.Append($"{bunker.Name} -> Empty"); } else { result.Append($"{bunker.Name} -> {string.Join(", ", bunker.Weapons)}"); } result.Append(Environment.NewLine); }
public void Init(Bunker bunker) { Bunker = bunker; var length = bunker.SiteList.Length; SiteButtonList = new Button[length]; for (var i = 0; i < length; i++) { var go = PrefabHelper.InstantiateAndReset(SiteButtonPrefab, transform); go.name = SiteButtonPrefab.name + i; go.transform.position = bunker.SiteList[i].Position.SetV3Y(0.1f); var button = go.GetComponent <Button>(); var siteID = i; button.onClick.AddListener(bunker.SiteList[i].OnSiteClick); SiteButtonList[i] = button; } }
public override void SetComponent(Component comp) { if (comp.ClassId == display.ClassId) { display = (Display)comp; } else if (comp.ClassId == bunker.ClassId) { bunker = (Bunker)comp; } else if (comp.ClassId == pos.ClassId) { pos = (Position)comp; } else { throw new Exception("You passed a wrong component to the " + this.GetType().Name + " class"); } }
public override void DisposeNode() { bunker = null; display = null; pos = null; }
public void Init(Bunker bunker, int id) { Bunker = bunker; ID = id; }
/// <summary> /// Elimina el bunker de la lista de bunkers /// </summary> /// <param name="bunker">Bunker.</param> public void DestroyBunker(Bunker bunker){ bunkers.Remove (bunker); }
public Entity SpawnEntity(EntityBlueprint blueprint, Sector.LevelEntity data) { GameObject gObj = new GameObject(data.name); string json = null; switch (blueprint.intendedType) { case EntityBlueprint.IntendedType.ShellCore: { ShellCore shellcore = gObj.AddComponent <ShellCore>(); try { // Check if data has blueprint JSON, if it does override the current blueprint // this now specifies the path to the JSON file instead of being the JSON itself json = data.blueprintJSON; if (json != null && json != "") { blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); // try parsing directly, if that fails try fetching the entity file try { JsonUtility.FromJsonOverwrite(json, blueprint); } catch { JsonUtility.FromJsonOverwrite(System.IO.File.ReadAllText (resourcePath + "\\Entities\\" + json + ".json"), blueprint); } //Debug.Log(data.name); blueprint.entityName = data.name; } else { shellcore.entityName = blueprint.entityName = data.name; } if (current.type == Sector.SectorType.BattleZone) { // add core arrow if (MinimapArrowScript.instance && !(shellcore is PlayerCore)) { shellcore.faction = data.faction; MinimapArrowScript.instance.AddCoreArrow(shellcore); } // set the carrier of the shellcore to the associated faction's carrier if (carriers.ContainsKey(data.faction)) { shellcore.SetCarrier(carriers[data.faction]); } battleZone.AddTarget(shellcore); } } catch (System.Exception e) { Debug.Log(e.Message); //blueprint = obj as EntityBlueprint; } shellcore.sectorMngr = this; break; } case EntityBlueprint.IntendedType.PlayerCore: { if (player == null) { player = gObj.AddComponent <PlayerCore>(); player.sectorMngr = this; } else { Destroy(gObj); return(null); } break; } case EntityBlueprint.IntendedType.Turret: { gObj.AddComponent <Turret>(); break; } case EntityBlueprint.IntendedType.Tank: { gObj.AddComponent <Tank>(); break; } case EntityBlueprint.IntendedType.Bunker: { json = data.blueprintJSON; if (json != null && json != "") { var dialogueRef = blueprint.dialogue; blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); // try parsing directly, if that fails try fetching the entity file try { JsonUtility.FromJsonOverwrite(json, blueprint); } catch { JsonUtility.FromJsonOverwrite(System.IO.File.ReadAllText (resourcePath + "\\Entities\\" + json + ".json"), blueprint); } blueprint.dialogue = dialogueRef; } blueprint.entityName = data.name; Bunker bunker = gObj.AddComponent <Bunker>(); stations.Add(bunker); bunker.vendingBlueprint = blueprint.dialogue != null ? blueprint.dialogue.vendingBlueprint : ResourceManager.GetAsset <VendingBlueprint>(data.vendingID); break; } case EntityBlueprint.IntendedType.Outpost: { json = data.blueprintJSON; if (json != null && json != "") { var dialogueRef = blueprint.dialogue; blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); // try parsing directly, if that fails try fetching the entity file try { JsonUtility.FromJsonOverwrite(json, blueprint); } catch { JsonUtility.FromJsonOverwrite(System.IO.File.ReadAllText (resourcePath + "\\Entities\\" + json + ".json"), blueprint); } blueprint.dialogue = dialogueRef; } blueprint.entityName = data.name; Outpost outpost = gObj.AddComponent <Outpost>(); stations.Add(outpost); outpost.vendingBlueprint = blueprint.dialogue != null ? blueprint.dialogue.vendingBlueprint : ResourceManager.GetAsset <VendingBlueprint>(data.vendingID); break; } case EntityBlueprint.IntendedType.Tower: { break; } case EntityBlueprint.IntendedType.Drone: { Drone drone = gObj.AddComponent <Drone>(); //drone.path = ResourceManager.GetAsset<Path>(data.pathID); break; } case EntityBlueprint.IntendedType.AirCarrier: json = data.blueprintJSON; if (json != null && json != "") { blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); // try parsing directly, if that fails try fetching the entity file try { JsonUtility.FromJsonOverwrite(json, blueprint); } catch { JsonUtility.FromJsonOverwrite(System.IO.File.ReadAllText (resourcePath + "\\Entities\\" + json + ".json"), blueprint); } } blueprint.entityName = data.name; AirCarrier carrier = gObj.AddComponent <AirCarrier>(); if (!carriers.ContainsKey(data.faction)) { carriers.Add(data.faction, carrier); } carrier.sectorMngr = this; break; case EntityBlueprint.IntendedType.GroundCarrier: json = data.blueprintJSON; if (json != null && json != "") { blueprint = ScriptableObject.CreateInstance <EntityBlueprint>(); // try parsing directly, if that fails try fetching the entity file try { JsonUtility.FromJsonOverwrite(json, blueprint); } catch { JsonUtility.FromJsonOverwrite(System.IO.File.ReadAllText (resourcePath + "\\Entities\\" + json + ".json"), blueprint); } } blueprint.entityName = data.name; GroundCarrier gcarrier = gObj.AddComponent <GroundCarrier>(); if (!carriers.ContainsKey(data.faction)) { carriers.Add(data.faction, gcarrier); } gcarrier.sectorMngr = this; break; case EntityBlueprint.IntendedType.Yard: Yard yard = gObj.AddComponent <Yard>(); yard.mode = BuilderMode.Yard; break; case EntityBlueprint.IntendedType.WeaponStation: gObj.AddComponent <WeaponStation>(); break; case EntityBlueprint.IntendedType.CoreUpgrader: gObj.AddComponent <CoreUpgrader>(); break; case EntityBlueprint.IntendedType.Trader: Yard trade = gObj.AddComponent <Yard>(); trade.mode = BuilderMode.Trader; try { bool ok = true; if (blueprint.dialogue == null) { ok = false; } if (blueprint.dialogue.traderInventory == null) { ok = false; } if (data.blueprintJSON == null || data.blueprintJSON == "") { ok = false; } if (ok) { ShipBuilder.TraderInventory inventory = JsonUtility.FromJson <ShipBuilder.TraderInventory>(data.blueprintJSON); if (inventory.parts != null) { blueprint.dialogue.traderInventory = inventory.parts; } } else { blueprint.dialogue.traderInventory = new List <EntityBlueprint.PartInfo>(); } } catch (System.Exception e) { Debug.LogWarning(e); blueprint.dialogue.traderInventory = new List <EntityBlueprint.PartInfo>(); } break; case EntityBlueprint.IntendedType.DroneWorkshop: Yard workshop = gObj.AddComponent <Yard>(); workshop.mode = BuilderMode.Workshop; break; default: break; } Entity entity = gObj.GetComponent <Entity>(); // TODO: These lines should perhaps be moved somewhere inside Entity itself, they need to run before even Awake is called if (!AIData.entities.Contains(entity)) { AIData.entities.Add(entity); } entity.sectorMngr = this; entity.faction = data.faction; entity.spawnPoint = entity.transform.position = data.position; entity.blueprint = blueprint; if (entity as AirCraft && data.patrolPath != null && data.patrolPath.waypoints != null && data.patrolPath.waypoints.Count > 0) { // patrolling (entity as AirCraft).GetAI().setPath(data.patrolPath, null, true); } if (data.ID == "" || data.ID == null || (objects.ContainsKey(data.ID) && !objects.ContainsValue(gObj))) { data.ID = objects.Count.ToString(); } entity.ID = data.ID; if (!objects.ContainsKey(data.ID)) { objects.Add(data.ID, gObj); } return(entity); }
public BunkerSprite(Game game, Bunker bunker, Texture2D texture) : base(game) { this.bunker = bunker; this.texture = texture; }
void Awake() { _bunker = GetComponent<Bunker>(); }
static void GetDataFromFilesAndWriteToInflux(Configuration config) { string farmsFile = config.SaveGameFolder + "farms.xml"; string itemsFile = config.SaveGameFolder + "items.xml"; string environmentFile = config.SaveGameFolder + "environment.xml"; string seasonsFile = config.SaveGameFolder + "seasons.xml"; string careerSavegameFile = config.SaveGameFolder + "careerSavegame.xml"; // Is there a seasons.xml file? bool hasSeasons = File.Exists(seasonsFile); XPathDocument farmsDoc = new XPathDocument(farmsFile); XPathNavigator farmsNav = farmsDoc.CreateNavigator(); XPathDocument itemsDoc = new XPathDocument(itemsFile); XPathNavigator itemsNav = itemsDoc.CreateNavigator(); XPathDocument environmentDoc = new XPathDocument(environmentFile); XPathNavigator environmentNav = environmentDoc.CreateNavigator(); XPathDocument careerSavegameDoc = new XPathDocument(careerSavegameFile); XPathNavigator careerSavegameNav = careerSavegameDoc.CreateNavigator(); XPathDocument seasonsDoc = new XPathDocument(seasonsFile); XPathNavigator seasonsNav = seasonsDoc.CreateNavigator(); // Get the savegameName string savegameName = careerSavegameNav.SelectSingleNode("/careerSavegame/settings/savegameName").Value; // Get the mapTitle string mapTitle = careerSavegameNav.SelectSingleNode("/careerSavegame/settings/mapTitle").Value; // Get the environment.xml day int.TryParse(environmentNav.SelectSingleNode("/environment/currentDay").ToString(), out int currentDay); // Get the days per season int.TryParse(seasonsNav.SelectSingleNode("/seasons/environment/daysPerSeason").ToString(), out int daysPerSeason); // Get the currentDayOffset int.TryParse(seasonsNav.SelectSingleNode("/seasons/environment/currentDayOffset").ToString(), out int currentDayOffset); // Calculate the Seasons day int daysInYear = daysPerSeason * 4; int seasonsDay = currentDay + currentDayOffset; int dayInYear = seasonsDay % daysInYear; Console.WriteLine("{0} Read farm sim data", DateTime.Now); Dictionary <string, float> allSilos = new Dictionary <string, float>(); Dictionary <string, Bunker> allBunkerSiloes = new Dictionary <string, Bunker>(); Dictionary <string, AnimalHusbandry> allAnimalHusbandry = new Dictionary <string, AnimalHusbandry>(); // Get all items XPathNodeIterator items = itemsNav.Select("/items/item"); foreach (XPathNavigator item in items) { // Check for silos that I own. if (item.GetAttribute("className", "") == "SiloPlaceable" && item.GetAttribute("farmId", "") == config.FarmID.ToString()) { // Get all the storage nodes XPathNodeIterator storageNodes = item.Select("storage/node"); foreach (XPathNavigator storageNode in storageNodes) { if (!allSilos.ContainsKey(storageNode.GetAttribute("fillType", ""))) { float.TryParse(storageNode.GetAttribute("fillLevel", "").Replace('.', ','), out float fillLevel); allSilos.Add(storageNode.GetAttribute("fillType", ""), fillLevel); } else { float.TryParse(storageNode.GetAttribute("fillLevel", ""), out float fillLevel); allSilos[storageNode.GetAttribute("fillType", "")] += fillLevel; } } } // Bunker siloes, regardless of ownership. Some of the built in ones for a map are not farm owned but you can still use them if (item.GetAttribute("className", "") == "BunkerSiloPlaceable") { XPathNodeIterator bunkerSiloes = item.Select("bunkerSilo"); foreach (XPathNavigator bs in bunkerSiloes) { // We use position to make an ID, since ID changes with items in game. So there is no ID persistance. // It is however extremly unlikely that any bunker will have the exact same X coord as something else. string BunkerSiloPosition = item.GetAttribute("position", ""); string firstCoord = BunkerSiloPosition.Split(' ')[0].Split('.')[0]; int.TryParse(firstCoord, out int BunkerSiloId); BunkerSiloId = Math.Abs(BunkerSiloId); Bunker thisBunker = new Bunker(); int.TryParse(bs.GetAttribute("state", ""), out thisBunker.state); float.TryParse(bs.GetAttribute("fillLevel", "").Replace('.', ','), out thisBunker.fillLevel); float.TryParse(bs.GetAttribute("compactedFillLevel", "").Replace('.', ','), out thisBunker.compactedFillLevel); float.TryParse(bs.GetAttribute("fermentingTime", "").Replace('.', ','), out thisBunker.fermentingTime); // Also combine the id with the poit index for each pit. allBunkerSiloes.Add(BunkerSiloId + "_" + bs.GetAttribute("index", ""), thisBunker); } } // Animals if (item.GetAttribute("className", "") == "AnimalHusbandry" && item.GetAttribute("farmId", "") == config.FarmID.ToString()) { AnimalHusbandry thisAnimalHusbandry = new AnimalHusbandry(); // We use position to make an ID string AnimalHusbandryPosition = item.GetAttribute("position", ""); string firstCoord = AnimalHusbandryPosition.Split(' ')[0].Split('.')[0]; int.TryParse(firstCoord, out int AnimalHusbandryId); AnimalHusbandryId = Math.Abs(AnimalHusbandryId); // Get all the modules XPathNodeIterator modules = item.Select("module"); foreach (XPathNavigator module in modules) { // NOTE: manure is not possible to track in this way, because it is not stored in the save file as part of the Husbandry building. switch (module.GetAttribute("name", "")) { case "milk": float.TryParse(module.SelectSingleNode("fillLevel").GetAttribute("fillLevel", "").Replace('.', ','), out thisAnimalHusbandry.milk); break; case "liquidManure": float.TryParse(module.SelectSingleNode("fillLevel").GetAttribute("fillLevel", "").Replace('.', ','), out thisAnimalHusbandry.slurry); break; case "animals": XPathNodeIterator animals = module.Select("animal"); thisAnimalHusbandry.animal = animals.Count; break; default: break; } } allAnimalHusbandry.Add(AnimalHusbandryId.ToString(), thisAnimalHusbandry); } } // Get the price of things from the seasons historical plot XPathNavigator priceHistory = seasonsNav.SelectSingleNode("/seasons/economy/history"); XPathNodeIterator fillTypes = priceHistory.Select("fill"); Dictionary <string, float[]> historyPrices = new Dictionary <string, float[]>(); foreach (XPathNavigator fill in fillTypes) { string fillTypeKey = fill.GetAttribute("fillType", ""); string[] stringValues = fill.SelectSingleNode("values").Value.Replace('.', ',').Split(';'); float[] values = new float[stringValues.Length]; for (int i = 0; i < stringValues.Length; i++) { float.TryParse(stringValues[i], out values[i]); } historyPrices.Add(fillTypeKey, values); } // Setup InfluxDBClient // This is a lazy client and does not connect untill you ask it to actually do something. InfluxDbClient influxClient = new InfluxDbClient( config.GetInfluxEndpoint(), config.InfluxUser, config.InfluxPassword, InfluxDbVersion.Latest); List <Point> point = new List <Point>(); foreach (string key in allSilos.Keys) { Point thisPoint = new Point(); thisPoint.Name = "siloLevels"; thisPoint.Tags = new Dictionary <string, object>() { { "savegameName", savegameName }, { "mapTitle", mapTitle }, { "fillType", key } }; thisPoint.Fields = new Dictionary <string, object>() { { "level", allSilos[key] }, { "price", historyPrices[key][dayInYear - 1] } }; point.Add(thisPoint); } foreach (string key in allBunkerSiloes.Keys) { Point thisPoint = new Point(); thisPoint.Name = "bunkerSiloes"; thisPoint.Tags = new Dictionary <string, object>() { { "id", key }, { "savegameName", savegameName }, { "mapTitle", mapTitle } }; thisPoint.Fields = new Dictionary <string, object>() { { "fillLevel", allBunkerSiloes[key].fillLevel }, { "compactedFillLevel", allBunkerSiloes[key].compactedFillLevel }, { "fermentingTime", allBunkerSiloes[key].fermentingTime }, { "state", allBunkerSiloes[key].state } }; point.Add(thisPoint); } foreach (string key in allAnimalHusbandry.Keys) { Point thisPoint = new Point(); thisPoint.Name = "animals"; thisPoint.Tags = new Dictionary <string, object>() { { "id", key }, { "savegameName", savegameName }, { "mapTitle", mapTitle } }; thisPoint.Fields = new Dictionary <string, object>() { { "milk", allAnimalHusbandry[key].milk }, { "slurry", allAnimalHusbandry[key].slurry }, { "animals", allAnimalHusbandry[key].animal } }; point.Add(thisPoint); } Point daypoint = new Point(); daypoint.Name = "days"; daypoint.Tags = new Dictionary <string, object>() { { "savegameName", savegameName }, { "mapTitle", mapTitle } }; daypoint.Fields = new Dictionary <string, object>() { { "daysPerSeason", daysPerSeason }, { "dayInYear", dayInYear }, { "currentDay", currentDay }, { "daysInYear", daysInYear }, { "seasonsDay", seasonsDay } }; point.Add(daypoint); var result = influxClient.Client.WriteAsync(point, "farmingsim").GetAwaiter().GetResult(); }
public static void Main() { int bunkerTotalCapacity = int.Parse(Console.ReadLine()); Queue <Bunker> bunkers = new Queue <Bunker>(); // Dictionary<string, List<int>> bunkers = new Dictionary<string, List<int>>(); string input; while ((input = Console.ReadLine()) != "Bunker Revision") { string[] tokens = input.Split(); Regex alphabet = new Regex(@"[A-Z]+|[a-z]+"); foreach (var token in tokens) { if (alphabet.IsMatch(token)) { bunkers.Enqueue(new Bunker(token)); continue; } int weapon = int.Parse(token); if (weapon > bunkerTotalCapacity) { continue; } if (bunkers.Count != 0) { if (bunkers.Count != 1) { int cnt = bunkers.Count; while (cnt != 0) { cnt--; var currentBunker = bunkers.Dequeue(); if (bunkerTotalCapacity - currentBunker.TotalSumOfWeapons <= weapon) { currentBunker.Weapons.Enqueue(weapon); if (currentBunker.TotalSumOfWeapons == bunkerTotalCapacity) { Console.WriteLine(currentBunker.Name + " -> " + string.Join(", ", currentBunker.Weapons)); break; } bunkers.Enqueue(currentBunker); } } } else { Bunker theOnlyBunker = bunkers.Dequeue(); if (bunkerTotalCapacity >= weapon) { if (bunkerTotalCapacity - theOnlyBunker.TotalSumOfWeapons >= weapon) { theOnlyBunker.Weapons.Enqueue(weapon); } else { while (bunkerTotalCapacity - theOnlyBunker.TotalSumOfWeapons < weapon) { theOnlyBunker.Weapons.Dequeue(); } theOnlyBunker.Weapons.Enqueue(weapon); } bunkers.Enqueue(theOnlyBunker); } } } } } }
public override void SetUp() { bunker = new Bunker(); display = new Display(); pos = new Position(); }
private void Start() { bunker = GetComponent <Bunker>(); damageSystem = GetComponent <BunkerDamageSystem>(); attackCooldown = bunker.attackCooldown; }
void Awake() { _bunker = GetComponent <Bunker>(); }
public static string GetBunkerThumbnailPath(Bunker bunker) { string fileName = Path.GetFileNameWithoutExtension(bunker.ImageUri); return("/img/Layout/" + fileName + ".png"); }
private void Start() { bunker = GetComponent <Bunker>(); }
private void Awake() { instance = this; }
public static string GetBunkerPath(Bunker bunker) { return(GetRootPath() + "/Bunker/" + bunker.ImageUri); }
public List <Enemy> BuildLevel(LevelConfig levelConfig) { // Player GameObject player = PoolManager.Instance.Spawn(playerPrefab, playerStartingPos, Quaternion.identity); MainCharacter playerManager = player.GetComponent <MainCharacter>(); if (levelConfig.playerConfig != null) { playerManager.SetData(levelConfig.playerConfig); } Player = playerManager; // Enemies enemies = new Enemy[levelConfig.enemiesPerColumn, levelConfig.enemiesPerRow]; float horizontalStep = (enemyEndPos.x - enemyStartingPos.x) / (levelConfig.enemiesPerRow - 1); float verticalStep = (enemyEndPos.y - enemyStartingPos.y) / (levelConfig.enemiesPerColumn - 1); Debug.Log("LevelBuilder: Horizontal Step: " + horizontalStep + ", Vertical Step: " + verticalStep); for (int i = 0; i < levelConfig.enemiesPerColumn; i++) { for (int j = 0; j < levelConfig.enemiesPerRow; j++) { Vector3 enemyPos = enemyStartingPos + new Vector3(horizontalStep * j, verticalStep * i); GameObject newEnemyGO = PoolManager.Instance.Spawn(enemyPrefab, enemyPos, Quaternion.identity); Enemy newEnemy = newEnemyGO.GetComponent <Enemy>(); if (levelConfig.enemyConfig != null) { newEnemy.SetData(levelConfig.enemyConfig, new Vector2Int(i, j)); } // Add to array for easier handling of neighbours enemies[i, j] = newEnemy; enemyList.Add(newEnemy); } } horizontalStep = bunkerStartingPos.x * 2 / (numberOfBunkers - 1); // Bunkers for (int i = 0; i < numberOfBunkers; i++) { Vector3 bunkerPos = bunkerStartingPos - new Vector3(horizontalStep * i, 0); GameObject newBunkerGO = PoolManager.Instance.Spawn(bunkerPrefab, bunkerPos, Quaternion.identity); Bunker newBunker = newBunkerGO.GetComponent <Bunker>(); newBunker.Init(); bunkerList.Add(newBunker); } // Set neighbours of enemies for (int i = 0; i < levelConfig.enemiesPerColumn; i++) { for (int j = 0; j < levelConfig.enemiesPerRow; j++) { if (i > 0) { enemies[i, j].neighbours.Add(enemies[i - 1, j]); } if (i < levelConfig.enemiesPerColumn - 1) { enemies[i, j].neighbours.Add(enemies[i + 1, j]); } if (j > 0) { enemies[i, j].neighbours.Add(enemies[i, j - 1]); } if (j < levelConfig.enemiesPerRow - 1) { enemies[i, j].neighbours.Add(enemies[i, j + 1]); } } } return(enemyList); }