re-add enemy alert (for a single dimension)

This commit is contained in:
naomi-rc 2022-05-15 02:02:49 -04:00
parent 686e543b56
commit c7f780a70b
12 changed files with 20653 additions and 12 deletions

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@ -8,9 +8,25 @@ public class SpawnManager : MonoBehaviour
public Transform[] spawnPoints; public Transform[] spawnPoints;
public GameObject[] landingPoints; public GameObject[] landingPoints;
public bool running = true; public bool running = true;
public Animator animator;
float elapsedTime; float elapsedTime;
private int lastSpawn = -1; private int lastSpawn = -1;
[SerializeField]
private int worldSeed = 1111;
[SerializeField]
private int countEnemies;
[SerializeField]
private GameObject EnemyAlert;
void OnEnable()
{
Random.InitState(worldSeed);
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -30,6 +46,8 @@ public class SpawnManager : MonoBehaviour
{ {
GameObject spawned = Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity); GameObject spawned = Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform); spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform);
countEnemies++;
animator.SetInteger("Enemies", countEnemies);
//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time //TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
yield return new WaitForSeconds(2f); yield return new WaitForSeconds(2f);
} }