public static void SpawnRainArrows() { // Spawn RAIN ARROWS Statics.GenerateInstance(Constants.COLLECTION_NONE, Constants.TAG_RAINARROWS, new Vector3(0, 0, 0)); // Insert it in the main camera GameObject rainArrow = GameObject.FindGameObjectWithTag(Constants.TAG_RAINARROWS); rainArrow.transform.parent = GameObject.FindGameObjectWithTag(Constants.TAG_JACK).transform; rainArrow.transform.localPosition = new Vector3(-1000, 1000, 0); }
IEnumerator Spawn(Spawner spawner) { while (true) { for (int i = 0; i < spawner.getQuantity(); i++) { //if (Track >= TrackMaximum) Track = 0; // Reset track counter float randomSpawnTime = Random.Range(Constants.MIN_SPAWN_WAIT_TIME, Constants.MAX_SPAWN_WAIT_TIME); yield return(new WaitForSeconds(randomSpawnTime)); Statics.GenerateInstance(Constants.COLLECTION_ENEMIES, spawner.getTag(), PgtNavigator.EnemiesSpawnPosition + new Vector3(0, 0, Track)); //Track += TrackIncreaser; } yield break; yield return(0); } }
public void CreateTower(string TowerType) { Vector3 Position = PgtNavigator.TowerSpawnPosition; // Rock towers at floor if (TowerType == Constants.TAG_TOWER_ROCKS) { Position.y = Constants.FLOOR_Y_POSITION; } // Arrow tower is on top of the tower. if (TowerType == Constants.TAG_TOWER_ARROWS) { Position.y = Position.y + gameObject.renderer.bounds.size.y / 2; } // Generate the instance Statics.GenerateInstance(Constants.COLLECTION_ALLIES, TowerType, Position); // Hide the control of the tower this.CreateControls[TowerType].SetActive(false); // Show the control to remove the tower this.RemoveControls[TowerType].SetActive(true); }
public static void SpawnBarricade() { // Spawn BARRICADE (Home) Statics.GenerateInstance(Constants.COLLECTION_ALLIES, Constants.TAG_BARRICADE, PgtNavigator.BarricadeSpawnPosition); //Statics.allies.GenerateInstance(AlliesCollection.BARRICADE, BarricadeSpawnPosition); }
public static void SpawnTrap() { // Spwan TRAP Statics.GenerateInstance(Constants.COLLECTION_NONE, Constants.TAG_TRAP, PgtNavigator.TrapSpawnPosition); }
public static void SpawnMainCharacter() { // Spawn JACK Statics.GenerateInstance(Constants.COLLECTION_ALLIES, Constants.TAG_JACK, PgtNavigator.JackSpawnPosition); //JackSpawnPosition //Statics.allies.GenerateInstance(AlliesCollection.MAIN_CHARACTER, JackSpawnPosition); }
public static void SpawnTower() { // Spawn Tower Statics.GenerateInstance(Constants.COLLECTION_NONE, Constants.TAG_TOWER_STRUCTURE, PgtNavigator.TowerSpawnPosition); //Statics.allies.GenerateInstance(AlliesCollection.BARRICADE, BarricadeSpawnPosition); }
public static void SpawnDog() { // Spawn DOG (pet) Statics.GenerateInstance(Constants.COLLECTION_ALLIES, Constants.TAG_DOG, PgtNavigator.DogSpawnPosition); //Statics.allies.GenerateInstance(AlliesCollection.BARRICADE, BarricadeSpawnPosition); }