added spawn manager, enemy, and enemy spawn animation
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29
Assets/Scripts/Enemy.cs
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Assets/Scripts/Enemy.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Enemy : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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void SpawnFinished()
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{
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Debug.Log("launch");
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}
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//TODO: find direction between spawn point and landing point
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Vector3 GetLaunchDirection()
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{
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return new Vector3(0,0,0);
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}
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}
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Assets/Scripts/SpawnManager.cs
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Assets/Scripts/SpawnManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SpawnManager : MonoBehaviour
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{
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public GameObject[] spawningEnemies;
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public Transform[] spawnPoints;
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public bool running = true;
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float elapsedTime;
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private int lastSpawn = -1;
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// Start is called before the first frame update
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void Start()
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{
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//Eventually put timer in game manager
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StartCoroutine("SpawnNewEnemy");
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}
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private void Update()
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{
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elapsedTime += Time.deltaTime;
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}
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IEnumerator SpawnNewEnemy()
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{
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while (running)
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{
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Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
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//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
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yield return new WaitForSeconds(2f);
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}
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}
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GameObject GetRandomEnemy()
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{
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int index = Random.Range(0, spawningEnemies.Length);
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return spawningEnemies[index];
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}
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/**
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* Get a random spawn point in array.
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* You can't get the same spawn point twice
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*/
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Transform GetRandomSpawn()
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{
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int index = Random.Range(0, spawnPoints.Length);
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if (lastSpawn != -1)
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{
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while (index == lastSpawn)
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{
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index = Random.Range(0, spawnPoints.Length);
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||||
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|
||||
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||||
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}
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}
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11
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16
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Loading…
x
Reference in New Issue
Block a user