示例#1
0
    }//returns random enemy from current pool

    private void SpawnEnemy()
    {
        var enemyType = GetRandomEnemy();
        var pos       = GetRandomPos();

        if (pos == Vector3.zero)
        {
            //Debug.Log("failed to find spawn location for some reason");
        }
        else
        {
            DLC_EnemyManager eManage = new DLC_EnemyManager();
            eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation);
            eManage.SetupAI(spawnLocations);

            spawnCount++;
            var health = eManage.e_Instance.GetComponentInChildren <AMS_Health_Management>();
            if (health != null)
            {
                enemiesSpawned.Add(health);
            }
            else
            {
                Debug.Log("we are spawning enemies with no health component!");
            }
        }
    }//creates a random enemy at a random location and increments counter
    private void SpawnEnemy()
    {
        var enemyType = GetRandomEnemy();
        var pos       = GetRandomPos();

        DLC_EnemyManager eManage = new DLC_EnemyManager();

        eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation);
        eManage.SetupAI(spawnLocations);
    }
示例#3
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    void SpawnBoss()
    {
        var enemyType = boss;
        var pos       = GetBossPos();

        if (bossCounter < 1)
        {
            DLC_EnemyManager eManage = new DLC_EnemyManager();
            eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation);
            eManage.SetupAI(spawnLocations);

            AudioSource audio = GetComponent <AudioSource>();
            audio.Play();
        }
    }
示例#4
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    }//initializes wave variables used in this script

    private void SpawnEnemy()
    {
        var enemyType = GetRandomEnemy();
        var pos       = GetRandomPos();

        if (pos != Vector3.zero)
        {
            DLC_EnemyManager eManage = new DLC_EnemyManager();
            eManage.e_Instance = Instantiate(enemyType, pos, transform.rotation);
            eManage.SetupAI(spawnLocations);

            var arrow       = Instantiate(arrowObj, pos, Quaternion.identity);
            var arrowScript = arrow.GetComponent <ArrowPointerScript>();
            arrowScript.enemyTrans = eManage.e_Instance.transform;

            spawnCount++;
            if (careAboutEnemies || currentWave.addEnemyToCareList)
            {
                if (enemyType.name != "AI_Enemy" &&
                    enemyType.name != "AI_Enemy 1" &&
                    enemyType.name != "AI_EnemyRunAndGun" &&
                    enemyType.name != "AI_EnemySniper" &&
                    enemyType.name != "AI_EnemyWanderAndHit" &&
                    enemyType.name != "AI_EnemyWander")
                {
                    var health = eManage.e_Instance.GetComponentInChildren <AMS_Health_Management>();
                    if (health != null)
                    {
                        enemiesSpawned.Add(health);
                    }
                    else
                    {
                        Debug.Log("we are spawning enemies with no health component!");
                    }
                }
                else
                {
                }       //don't want to track these as they lurk
            }
        }
    }//creates a random enemy at a random location and increments counter