private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) //GetNumberofEnemies [waveConfig.cs method to get number of enemies] { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), //GetEnemyPrefab [waveConfig.cs method to instantiate enemy] waveConfig.GetWaypoints()[0].transform.position, //GetWaypoints [waveConfig.cs method to get waypoints], [0] refers to the startingindex number which will be incremented Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); //runs the GetTimeBetweenSpawns method which returns the time for WaitForSeconds to use. } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyIndex = 0; enemyIndex < waveConfig.GetNumberOfEnemies(); enemyIndex++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab() , waveConfig.GetWaypoints()[0].transform.position , Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); // not sure why we had to do this instead of just leaving it as before yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig currentWave) { for (int i = 0; i < currentWave.GetNumberOfEnemies(); i++) { totalEnemies += 1; var newEnemy = Instantiate(currentWave.GetEnemyPrefab(), currentWave.GetWaypoints()[startingWave].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().setWaveConfig(currentWave); yield return(new WaitForSeconds(currentWave.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { var angle = waveType == "Enemy" ? Quaternion.Euler(new Vector3(0, 0, 225)) : Quaternion.identity; var newCharacter = Instantiate(waveConfig.GetCharacterPrefab(), waveConfig.GetWaypoints()[0].transform.position, angle); newCharacter.GetComponent <Pathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity); //significa "Nao precisamos de rotação" newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig currentWave) { for (int enemyCount = 0; enemyCount <= currentWave.GetNumberOfEnemies(); enemyCount++) { var OneEnemy = Instantiate( currentWave.GetEnemyPrefab(), currentWave.GetWaypoints()[0].transform.position, Quaternion.identity); OneEnemy.GetComponent <EnemyPathing>().SetWaveConfig(currentWave); yield return(new WaitForSeconds(currentWave.GetTimeBetweenSpaws())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { // Generate GetNumberOfEnemies() number of enemies. for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { // generate a prefab object, pass in var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), // grab enemy prefab waveConfig.GetWaypoints()[0].transform.position, // spawn at initial position Quaternion.identity); // don't rotate newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate (waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnDelay())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { GameObject enemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity) as GameObject; enemy.transform.SetParent(gameSpace); enemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// For spawning enemies in current wave private IEnumerator SpawnAllEnemies(WaveConfig waveConfig) { // i corresponds to enemy count for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { // Creating enemies and spawning after specified delay var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { GameObject newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetSpawnPoint(), Quaternion.identity); // Change variables of enemy here newEnemy.GetComponent <AIPath>().maxSpeed = currentWave.GetMoveSpeed(); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllenemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 1; enemyCount <= waveConfig.GetNumberOfEnemies(); enemyCount++) { var enemy = Instantiate (waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity); enemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); //to make the EnemyPathing script reckonize the waveConfig in SerializeField float randomTime = Random.Range(0, waveConfig.GetSpawnRandomFactor()); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns() + randomTime)); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig _waveConfigs) { for (int _enemyCount = 0; _enemyCount < _waveConfigs.GetNumberOfEnemies(); _enemyCount++) { var _newEnemy = Instantiate( _waveConfigs.GetEnemyPrefab(), _waveConfigs.GetWaypoints()[0].transform.position, Quaternion.identity); _newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(_waveConfigs); yield return(new WaitForSeconds(_waveConfigs.GetTimeBetweenSpawns())); } }
IEnumerator SpawnWave(WaveConfig waveConfig) { int waveEnemies = waveConfig.GetNumberOfEnemies(); for (int enemyCount = 0; enemyCount < waveEnemies; enemyCount++) { Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity).GetComponent <EnemyPathing>().setWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetSpawnFreq())); } }
} // IEnumerator SpawnAllWaves() /*** * This coroutine spawns all enemies in a wave. ***/ private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { Debug.Log("Starting wave " + waveConfig.name); waveConfig.BuildShips(); for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { Debug.Log("Spawning enemy #" + enemyCount + " for " + waveConfig.name); var newEnemy = waveConfig.GetEnemyShip(enemyCount); newEnemy.transform.position = waveConfig.GetWaypoints()[0].transform.position; newEnemy.GetComponent<EnemyPathing>().SetWaveConfig(waveConfig); level.AddEnemy(); yield return new WaitForSeconds(waveConfig.GetTimeBetweenSpawns()); } // for } // IEnumerator SpawnAllEnemiesInWave()
private IEnumerator SpawnWaveEnemies(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.Euler(0, 0, 180)); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int index = 0; index < waveConfig.GetNumberOfEnemies(); ++index) { var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns() + Random.Range(0, waveConfig.GetSpawnRandomFactor()))); } }
//This Coroutine spawns all of the enemies in the wave that it is passed private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { //Creates an instances of the enemy based on the parameters passed. var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity); //Sets the wave config in EnemyPathing.cs newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); //Yields based on the time between spawns in the waveconfig yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// Coroutine that spawns all enemies in a single wave private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { // Spawns an enemy var newEnemyWave = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); // Make it follow it's wave path newEnemyWave.GetComponent <Pathing>().SetWaveConfig(waveConfig); // Wait it's wave TimeBetweenSpawns to spawn another enemy in the same wave yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// Generating # of enemies in a path private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), /* NEXT line: Initialize the enemy at the startign point of the of path */ waveConfig.GetPath()[0].transform.position, Quaternion.identity ); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
// Start is called before the first frame update private IEnumerator SpawnAllEnemyInWave(WaveConfig waveConfig, int waveIndex) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { var newEnemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[startingWave].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); Enemy targetEnemy = newEnemy.GetComponent <Enemy>(); patternController.AddToCollection(enemyCount, waveIndex, targetEnemy); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpwan())); } }
private IEnumerator SpawnWaveEnemies(WaveConfig currWave) { for (var i = 0; i < currWave.GetNumberOfEnemies(); i++) { var newEnemy = Instantiate ( currWave.GetEnemyPrefab(), currWave.GetWaypoints()[0].transform.position, currWave.GetEnemyPrefab().transform.rotation ); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(currWave); yield return(new WaitForSeconds(currWave.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemies(WaveConfig waveConfig) { for (var enemycount = 0; enemycount < waveConfig.GetNumberOfEnemies(); enemycount++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, waveConfig.GetEnemyPrefab().transform.rotation ); Debug.Log(newEnemy.transform.rotation); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnEnemies(WaveConfig waveConfig) { yield return(new WaitForSeconds(waveConfig.GetStartSpawningTime())); for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { var enemy = Instantiate(waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.Euler(0, 0, 90)); enemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
public IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { if (FindObjectOfType <Boss>().BossAlive() == true) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), GameObject.Find("Boss").transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } } }
private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int i = 0; i < waveConfig.GetNumberOfEnemies(); i++) { var enemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); EnemyPathing enemyPathing = enemy.GetComponent <EnemyPathing>(); enemyPathing.SetWaypoints(waveConfig.GetWaypoints()); enemyPathing.SetMoveSpeed(waveConfig.GetMoveSpeed()); spawnedEnemiesCounter++; yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { float enemyCounts = waveConfig.GetNumberOfEnemies(); for (int enemyOrder = 0; enemyOrder < enemyCounts; enemyOrder++) { GameObject enemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWayPoints()[0].transform.position, Quaternion.identity ); enemy.GetComponent <EnemyPathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnEnemies(WaveConfig currentWave) { for (int i = 0; i < currentWave.GetNumberOfEnemies(); i++) { GameObject enemy = Instantiate( currentWave.GetEnemyPrefab(), currentWave.GetWaypoints()[0].position, Quaternion.identity ); enemy.GetComponent <EnemyPathing>().SetWaveConfig(currentWave); yield return(new WaitForSeconds(currentWave.GetSpawnCooldown())); } }
// When calling this Corotuine, we need to specify which WaveConfig we want to spawn private IEnumerator SpawnAllEnemiesInWave(WaveConfig waveConfig) { for (int enemyCount = 0; enemyCount < waveConfig.GetNumberOfEnemies(); enemyCount++) { //spawn the enemy from //at the position specified by the waveConfig waypoints var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); //the wave will be selected from here and the enemy applied to it newEnemy.GetComponent <ObstraclePathing>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(waveConfig.GetTimeBetweenSpawns())); } }