private void SpawnEnemyWaves() { // create the stack of points spawnStack = ListUtils.CreateShuffledStack(spawnPoints); //InvokeRepeating("SpawnOneEnemy", 0f, 0.25f); InvokeRepeating(SPAWN_ENEMY_METHOD, spawnDelay, spawnInterval); }
private void SpawnOneEnemy() { if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } if (burst.Count == 0) { // Get a Stack of the next round of enemies to be spawned burst = waveConfig.CreateEnemyBurst(); } // Position the new Enemy var enemy = Instantiate(burst.Pop(), enemyParent.transform); var sp = spawnStack.Pop(); enemy.transform.position = sp.transform.position; // Get the Asteroids moving var asteroid = enemy.GetComponent <AsteroidMovement>(); if (asteroid) { SetAsteroidMovement(sp, asteroid); } PublishOnEnemySpawnedEvent(); }
// stack version private void SpawnOneEnemy() { if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } var enemy = Instantiate(enemyPrefab, enemyParent.transform); var sp = spawnStack.Pop(); enemy.transform.position = sp.transform.position; }
private void Start() { enemyParent = GameObject.Find("EnemyParent"); if (!enemyParent) { enemyParent = new GameObject("EnemyParent"); } spawnPoints = GetComponentsInChildren <SpawnPoint>(); spawnStack = ListUtils.CreateShuffledStack(spawnPoints); Invoke("EnableSpawning", 5); }
// stack version private void SpawnOneEnemy() { if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } var boss = Instantiate(bossPrefab, bossParent.transform); var sp = spawnStack.Pop(); boss.transform.position = sp.transform.position; PublishOnBossSpawnedEvent(); // tell the system }
// stack version private void SpawnOneGrunt() { if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } var grunt = Instantiate(gruntPrefab, gruntParent.transform); var sp = spawnStack.Pop(); grunt.transform.position = sp.transform.position; PublishOnGruntSpawnedEvent(); // tell the system }
// private methods private void Start() { enemyParent = GameObject.Find("EnemyParent"); if (!enemyParent) { enemyParent = new GameObject("EnemyParent"); } // Get the spawn points spawnPoints = GetComponentsInChildren <SpawnPoint>(); // Create the stack of points spawnStack = ListUtils.CreateShuffledStack(spawnPoints); }
//private ListUtils listUtils = new ListUtils(); // == private methods == private void Start() { enemyParent = GameObject.Find("EnemyParent"); if (!enemyParent) { enemyParent = new GameObject("EnemyParent"); } // get the spawn points here spawnPoints = GetComponentsInChildren <SpawnPoint>(); //SpawnEnemyWaves(); spawnStack = ListUtils.CreateShuffledStack(spawnPoints); //EnableSpawning(); }
//private ListUtils listUtils = new ListUtils(); // == private methods == private void Start() { gruntParent = GameObject.Find("GruntParent"); if (!gruntParent) { gruntParent = new GameObject("GruntParent"); } // get the spawn points here spawnPoints = GetComponentsInChildren <SpawnPoint>(); //SpawnGruntWaves(); // create the stack of points spawnStack = ListUtils.CreateShuffledStack(spawnPoints); EnableSpawning(); }
private void SpawnOneEnemy() { randEnemy = Random.Range(0, 2); if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } var enemy = Instantiate(enemyPrefab[randEnemy], enemyParent.transform); var sp = spawnStack.Pop(); enemy.transform.position = sp.transform.position; PublishEnemySpawnedEvent(); }
// == private methods == private void Start() { bossParent = GameObject.Find(bossParentName); if (!bossParent) { bossParent = new GameObject(bossParentName); } // get the spawn points here spawnPoints = GetComponentsInChildren <SpawnPoint>(); //SpawnEnemyWaves(); // create the stack of points spawnStack = ListUtils.CreateShuffledStack(spawnPoints); //EnableBossSpawning(); }
void Start() { enemyParent = GameObject.Find(ENEMY_PARENT); if (!enemyParent) { enemyParent = new GameObject(ENEMY_PARENT); } // Get the SpawnPoints spawnPoints = GetComponentsInChildren <SpawnPoint>(); // Create a stack of SpawnPoints spawnStack = ListUtils.CreateShuffledStack(spawnPoints); }
//private void SpawnEnemyWaves() //{ // // create the stack of points // spawnStack = ListUtils.CreateShuffledStack(spawnPoints); // //InvokeRepeating("SpawnOneEnemy", 0f, 0.25f); // InvokeRepeating(SPAWN_ENEMY_METHOD, spawnDelay, spawnInterval); //} // stack version private void SpawnOneEnemy() { if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } var enemy = Instantiate(enemyPrefab, enemyParent.transform); var sp = spawnStack.Pop(); enemy.transform.position = sp.transform.position; //set the enemy parameters enemy.GetComponent <EnemyBehaviour>().SetMoveSpeed(waveConfig.GetEnemySpeed()); enemy.GetComponent <Enemy>().ScoreValue = waveConfig.GetScoreValue(); enemy.GetComponent <SpriteRenderer>().sprite = waveConfig.GetEnemiesSprite(); PublishEnemySpawnedEvent(); }
// stack version private void SpawnOneEnemy() { if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } // RNG for enemy selection int rand = UnityEngine.Random.Range(0, 5); //Debug.Log(rand); var enemy = new Enemy(); var reflectEnemy = new ReflectEnemy(); // Instantiates enemy object // 50% passive enemy, 50% other enemies if (rand == 1) { enemy = Instantiate(enemyPrefab, enemyParent.transform); } else if (rand == 2) { enemy = Instantiate(enemyPrefab2, enemyParent.transform); } else if (rand == 3) { enemy = Instantiate(enemyPrefab2, enemyParent.transform); } else if (rand == 4) { reflectEnemy = Instantiate(enemyPrefab3, enemyParent.transform); } var sp = spawnStack.Pop(); // uses selected type of enemy if (rand == 1 || rand == 2 || rand == 3) { enemy.transform.position = sp.transform.position; } else if (rand == 4) { reflectEnemy.transform.position = sp.transform.position; } }
// stack version private void SpawnOneCrate() { if (spawnStack.Count == 0) { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); } var sp = spawnStack.Pop(); if (healthCrate) { Instantiate(healthCrate, crateParent.transform); healthCrate.transform.position = sp.transform.position; } if (rpfCrate) { Instantiate(rpfCrate, crateParent.transform); rpfCrate.transform.position = sp.transform.position; } }
public Stack <Enemy> CreateEnemyBurst() { // Returns a Stack containing UFOs and Asteroids shuffled in a random order. // The size of the Stack is the sum of numUfos & numAsteroids. var enemyBurst = new List <Enemy>(); for (int i = 0; i < numAsteroids; i++) { // Pick a random asteroid prefab int rIndex = Random.Range(0, asteroids.Count); enemyBurst.Add(asteroids[rIndex].GetComponent <Enemy>()); } for (int i = 0; i < numUfos; i++) { enemyBurst.Add(ufo.GetComponent <Enemy>()); } return(ListUtils.CreateShuffledStack(enemyBurst)); }
private void SpawnEnemyWaves() { // create the stack of points spawnStack = ListUtils.CreateShuffledStack(spawnPoints); }
// == Private Methods == private void ShuffleSpawnPoints() { pointsToSpawn = ListUtils.CreateShuffledStack(spawnPoints); }
private void SpawnEnemyWaves() { // create the stack of points spawnStack = ListUtils.CreateShuffledStack(spawnPoints); InvokeRepeating(SPAWN_ENEMY_METHOD, spawnDelay, waveConfig.GetSpawnInterval()); }
private void SpawnGruntWaves() { // create the stack of points spawnStack = ListUtils.CreateShuffledStack(spawnPoints); InvokeRepeating(SPAWN_GRUNT_METHOD, spawnDelay, spawnInterval); }
private void SpawnEnemyWaves() { spawnStack = ListUtils.CreateShuffledStack(spawnPoints); InvokeRepeating(SPAWN_ENEMY_METHOD, spawnDelay, spawnInterval); }
// == Private Methods private void ShuffleDocks() { docksToSpawn = ListUtils.CreateShuffledStack(docks); }