// Use this for initialization void Start() { Vector3 aVector; Vector3 bVector; player = GameObject.Find("Player"); Xwaypoints = (waveConfig.GetWaypoints()); waypoints = new Vector3[2]; waypoints[0].x = Xwaypoints[0].transform.position.x; waypoints[0].y = Xwaypoints[0].transform.position.y; waypoints[1].x = Xwaypoints[1].transform.position.x; waypoints[1].y = Xwaypoints[1].transform.position.y; // Debug.Log(waypoints[0]) // aVector.x = Random.Range(-8.5f, 8.5f); aVector.x = player.transform.position.x + Random.Range(-0.1f, 0.1f); waypoints[0].x = aVector.x; waypoints[1].x = aVector.x; // waypoints[1].transform.position = bVector; transform.position = waypoints[0]; moveSpeed = waveConfig.GetmoveSpeed(); thisEnemyIndex = GetComponent <enemy>().thisEnemyIndex; agent = FindObjectOfType <LaserAgent>(); }
// Use this for initialization void Start() { waypoints = waveConfig.GetWaypoints(); transform.position = waypoints[0].transform.position; moveSpeed = waveConfig.GetmoveSpeed(); thisEnemyIndex = GetComponent <enemy>().thisEnemyIndex; agent = FindObjectOfType <LaserAgent>(); }
private IEnumerator SpawnAllEnemiesInWave(waveConfig waveConfig) { for (int i = 0; i < waveConfig.GetnumberOfEnemies(); i++) { 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 SpawnAllObstaclesinWaveRoutine(waveConfig particularWaveConfig) { for (int i = 0; i < particularWaveConfig.GetNumberOfObstaclesSpawned(); i++) { var newObstacle = Instantiate( particularWaveConfig.GetObstaclePrefab(), particularWaveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newObstacle.GetComponent <obstaclePath>().SetWaveConfig(particularWaveConfig); yield return(new WaitForSeconds(particularWaveConfig.GetTimeBetweenSpawns())); } }
private IEnumerator SpawnAllEnemiesInWave(waveConfig waveConfig) { float aDelay = waveConfig.GettimeBetweenSpawns() / ((float)DifficultyLevel); for (int i = 0; i < waveConfig.GetnumberOfEnemies(); i++) { var newEnemy = Instantiate( waveConfig.GetEnemyPrefab(), waveConfig.GetWaypoints()[0].transform.position, Quaternion.identity); newEnemy.GetComponent <EnemyPath>().SetWaveConfig(waveConfig); yield return(new WaitForSeconds(aDelay)); } // yield return new WaitForSeconds(waveConfig.FinalTime()); }
// Use this for initialization void Start() { waypoints = waveConfig.GetWaypoints(); transform.position = waypoints[0].transform.position; moveSpeed = waveConfig.GetmoveSpeed(); }
// Start is called before the first frame update void Start() { waypoints = particularWaveConfig.GetWaypoints(); transform.position = waypoints[waypointIndex].transform.position; }