//Set how we're going to behave. //For convenience, we're just going to assume we're in a Wave // and acta lie it. //Offset is a little offset from the targetPositions, so we don't have // waves all over each other. public void SetWaveAI(SpawnTDS.Wave parent, Vector3 offset) { //This actually gets called before Start, apparently. SetLifeState(LifeState.Entry); this.wave = parent; this.offset = offset; this.nextFire = 10000;//Time.time + Random.Range(0f, this.wave.at.fireInterval); }
/** Temporary(?) Elite control. It tries to follow what's in the wave. */ public void DoWave(SpawnTDS.Wave w) { this.wave = w; this.entryState = EntryState.Spawned; }