private void Spawn() { //Instantiate dequeued item, in random spawnpoint SpawnPoints nextSpawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)]; Enemy enemy = Instantiate(enemiesController.enemiesToSpawnQueue.First(true), nextSpawnPoint.transform.position, Quaternion.identity); OnEnemySpawn?.Invoke(enemy); nextSpawnPoint.ActivatePortal(); }
private void Spawn(Vector3 spawnPosition, GameObject nextNode) { Enemy enemy = _enemyPool.GetObjectFromPool(); if (enemy == null) { return; } enemy.transform.position = new Vector3(RandomizeCoordinate(spawnPosition.x), spawnPosition.y, RandomizeCoordinate(spawnPosition.z)); var meshRenderers = enemy.GetComponentsInChildren <MeshRenderer>(); foreach (var renderer in meshRenderers) { renderer.enabled = true; } //enemy.setMoveNode(nextNode); OnEnemySpawn.Invoke(enemy, nextNode); }
private void Start() { OnEnemySpawn?.Invoke(); }
public void SpawnEnemy(GameObject prefab, Vector2 position, float rotation, Vector2 velocity) { OnEnemySpawn?.Invoke(Spawn(prefab, position, rotation, velocity)); }
public void TriggerEnemySpawnEvent(GameObject enemy) { OnEnemySpawn?.Invoke(enemy); }