public UIHealthBarPlayer Seed_fieldsForUIEnemy(GameObject enemyUIObject, EnemyUnit_Reaper enemyUnit) { UIHealthBarPlayer createdUI = enemyUIObject.GetComponentInChildren <UIHealthBarPlayer>(); enemyUnit._enemyUI = enemyUIObject; createdUI._unit = enemyUnit; return(createdUI); }
// Update is called once per frame void Update() { _elapsedTime += Time.deltaTime; if (_elapsedTime > _secondsBetweenSpawn) { _elapsedTime = 0; // Spawning Enemies _enemyObject = _gameLogic.SpawnFunction(_enemyObjectPrefab, new Vector3(startPosition.x, startPosition.y, 0f)); _enemyUnit = _gameLogic.Seed_fieldsForEnemy(_enemyObject, _playerObject, _playerUnit); //if (_enemyUnit.transform.position.x > 0) //{ // _presenter.FlipSpriteLeft(_enemyUnit); //} // Spawning Enemies's UI _enemyUIObject = _gameLogic.SpawnFunction(_enemyUIPrefab, new Vector3(startPosition.x, startPosition.y, 0f)); _uIHealth = _gameLogic.Seed_fieldsForUIEnemy(_enemyUIObject, _enemyUnit); } }