//Timer to spawn ship. Calls itself every 20 seconds
    IEnumerator SpawnShip()
    {
        yield return(new WaitForSeconds(20f));

        UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 1, hangarSpawn);
        StartCoroutine(SpawnShip());
    }
 // Update is called once per frame
 void Update()
 {
     if (UnitTracker.GetActiveEnemyCount() == 0)
     {
         if (bossSpawned == false)
         {
             UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyBattleship, 1, enemySpawns[3]);
             bossSpawned = true;
         }
         else
         {
             GameController.Instance.PlayerVictorious();
         }
     }
     if (UnitTracker.GetActiveEnemyCount() < 20 && enemiesKilled < 20)
     {
         int randomSpawn       = Random.Range(0, 2);
         int tempEnemiesKilled = 20 - UnitTracker.GetActiveEnemyCount();
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, tempEnemiesKilled, enemySpawns[randomSpawn]);
         enemiesKilled += tempEnemiesKilled;
     }
     if (UnitTracker.GetActiveAllyCount() < 10 && alliesKilled < 15)
     {
         int randomSpawn   = Random.Range(0, 2);
         int temAllyKilled = 10 - UnitTracker.GetActiveAllyCount();
         UnitSpawner.SpawnUnitsInArea(UnitReferences.AlliedFighter1, temAllyKilled, allySpawns[randomSpawn]);
         alliesKilled += temAllyKilled;
     }
 }
示例#3
0
 protected override void PlayerEnteredBoundary(GameObject boundary)
 {
     if (boundary == boundaries[0])
     {
         HUDController.Instance.DisplayMessage("We were worried you were leaving us to die", 2.0f);
     }
     else if (boundary == boundaries[1])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[0]);
         priority.addToEnemyPool(UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[1]));
     }
     else if (boundary == boundaries[2])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[2]);
         priority.addToEnemyPool(UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[3]));
     }
     else if (boundary == boundaries[3])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[5]);
         priority.addToEnemyPool(UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[4]));
     }
     else if (boundary == boundaries[4])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[6]);
         priority.addToEnemyPool(UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[7]));
     }
     else if (boundary == boundaries[5])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 15, enemySpawns[8]);
         priority.addToEnemyPool(UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 15, enemySpawns[9]));
     }
 }
    // Use this for initialization
    void Start()
    {
        if (Time.timeScale != 1)
        {
            Time.timeScale = 1;
        }

        UnitSpawner.SpawnUnitsInArea(UnitReferences.PlayerFighter1, 1, playerSpawn);
    }
 // Use this for initialization
 void Start()
 {
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 5, enemySpawns[0]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[1]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 5, enemySpawns[2]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyCruiserLight1, 1, enemySpawns[0]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyCruiserLight1, 1, enemySpawns[1]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.AlliedFighter1, 5, allySpawns[0]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.AlliedFighter1, 5, allySpawns[1]);
 }
 IEnumerator SpawnShips1()
 {
     for (int i = 0; i < 6; i++)
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 3, spawn1);
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 3, spawn2);
         yield return(new WaitForSeconds(10));
     }
     AdvanceLevelProgression();
 }
示例#7
0
 protected override void PlayerEnteredBoundary(GameObject boundary)
 {
     if (boundary == boundaries[0])
     {
         HUDController.Instance.DisplayMessage("Fly Low!", 2.0f);
     }
     else if (boundary == boundaries[1])
     {
         GameController.Instance.PlayerVictorious();
     }
     else if (boundary == boundaries[2])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 5, enemySpawns[0]);
         UnitSpawner.SpawnUnitsInAreaAndFall(UnitReferences.LaserTurret, 25, enemySpawns[8]);
     }
     else if (boundary == boundaries[3])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 3, enemySpawns[1]);
     }
     else if (boundary == boundaries[4])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[2]);
     }
     else if (boundary == boundaries[5])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 8, enemySpawns[3]);
         UnitSpawner.SpawnUnitsInAreaAndFall(UnitReferences.LaserTurret, 8, enemySpawns[10]);
     }
     else if (boundary == boundaries[6])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[4]);
     }
     else if (boundary == boundaries[7])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 8, enemySpawns[5]);
         UnitSpawner.SpawnUnitsInAreaAndFall(UnitReferences.LaserTurret, 10, enemySpawns[13]);
     }
     else if (boundary == boundaries[8])
     {
         UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 15, enemySpawns[6]);
         UnitSpawner.SpawnUnitsInAreaAndFall(UnitReferences.LaserTurret, 35, enemySpawns[14]);
     }
     else if (boundary == boundaries[9])
     {
         UnitSpawner.SpawnUnitsInAreaAndFall(UnitReferences.LaserTurret, 25, enemySpawns[9]);
     }
     else if (boundary == boundaries[10])
     {
         UnitSpawner.SpawnUnitsInAreaAndFall(UnitReferences.LaserTurret, 50, enemySpawns[11]);
         UnitSpawner.SpawnUnitsInAreaAndFall(UnitReferences.LaserTurret, 50, enemySpawns[12]);
     }
 }
    // Use this for initialization
    void Start()
    {
        PoolController.Instance.SetInitialPoolSize(ProjectileReferences.SmallLaser, 400);
        PoolController.Instance.SetInitialPoolSize(ProjectileReferences.LargeLaser, 5);
        PoolController.Instance.SetInitialPoolSize(ProjectileReferences.GuidedMissile, 5);
        PoolController.Instance.Initialize();

        UnitSpawner.SpawnUnit(UnitReferences.EnemyCruiserLight1, new Vector3(-100, 50, 100));
        UnitSpawner.SpawnUnit(UnitReferences.EnemyCruiserLight1, new Vector3(0, 50, 100));
        UnitSpawner.SpawnUnit(UnitReferences.EnemyCruiserLight1, new Vector3(100, 50, 100));
        UnitSpawner.SpawnUnit(UnitReferences.AlliedCruiserHeavy1, new Vector3(0, 50, -200), Quaternion.Euler(0, 0, 0));

        UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 75, enemySpawns[0]);
        UnitSpawner.SpawnUnitsInArea(UnitReferences.AlliedFighter1, 15, allySpawns[0]);
    }
示例#9
0
 void SpawnEnemyShips()
 {
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[0]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[1]);
     UnitSpawner.SpawnUnitsInArea(UnitReferences.EnemyFighter1, 10, enemySpawns[2]);
 }
示例#10
0
 void SpawnAlliedShips()
 {
     UnitSpawner.SpawnUnitsInArea(UnitReferences.AlliedFighter1, 3, allySpawns[0]);
 }