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using UnityEngine;
using System.Collections;
public class EnemySpawner : MonoBehaviour {
//Numbers
public int randomNum = 0;
//Enemy Spawns
public GameObject enemy1_left1;
public int enemy1count = 0;
public GameObject enemy1_left2;
public GameObject enemy1_left3;
public GameObject enemy1_right1;
public GameObject enemy1_right2;
public GameObject enemy1_right3;
//vectors
public Vector3 spawn1 = new Vector3(-17.0f, 17.0f, 5.0f);
public Vector3 spawn2 = new Vector3(-14.0f, 17.0f, 5.0f);
public Vector3 spawn3 = new Vector3(-11.0f, 17.0f, 5.0f);
public Vector3 spawn4 = new Vector3(-8.0f, 17.0f, 5.0f);
public Vector3 spawn5 = new Vector3(-5.0f, 17.0f, 5.0f);
public Vector3 spawn6 = new Vector3(-2.0f, 17.0f, 5.0f);
public Vector3 spawn7 = new Vector3(1.0f, 17.0f, 5.0f);
public Vector3 spawn8 = new Vector3(4.0f, 17.0f, 5.0f);
public Vector3 spawn9 = new Vector3(7.0f, 17.0f, 5.0f);
public Vector3 spawn10 = new Vector3(10.0f, 17.0f, 5.0f);
public Vector3 spawn11 = new Vector3(13.0f, 17.0f, 5.0f);
public Vector3 spawn12 = new Vector3(16.0f, 17.0f, 5.0f);
public Vector3 enemyAngle = new Vector3 (0.0f, 90.0f, 270.0f);
//Enemy Types
public GameObject enemy1;
public GameObject enemy2;
// Use this for initialization
void Start () {
randomNum = 1;
}
public void Onslaught()
{
// randomNum = Random.Range (1,3);
StartCoroutine(EnemySpawn());
}
// Update is called once per frame
void Update () {
if (randomNum > 0)
Onslaught();
}
public void EdgeSpawn()
{
enemy1_left1 = (GameObject)Instantiate(enemy1, spawn1, Quaternion.Euler(enemyAngle));
enemy1_right1 = (GameObject)Instantiate(enemy1, spawn12, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left1, iTween.Hash("path", iTweenPath.GetPath("LeftCurve1"), "time", 10));
iTween.MoveTo(enemy1_right1, iTween.Hash("path", iTweenPath.GetPath("RightCurve1"), "time", 10));
}
public void EdgeSpawnIn()
{
enemy1_left2 = (GameObject)Instantiate(enemy1, spawn2, Quaternion.Euler(enemyAngle));
enemy1_right2 = (GameObject)Instantiate(enemy1, spawn11, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left2, iTween.Hash("path", iTweenPath.GetPath("LeftCurve2"), "time", 10));
iTween.MoveTo(enemy1_right2, iTween.Hash("path", iTweenPath.GetPath("RightCurve2"), "time", 10));
}
public void EdgeSpawnLast()
{
enemy1_left3 = (GameObject)Instantiate(enemy1, spawn3, Quaternion.Euler(enemyAngle));
enemy1_right3 = (GameObject)Instantiate(enemy1, spawn10, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left3, iTween.Hash("path", iTweenPath.GetPath("LeftCurve3"), "time", 10));
iTween.MoveTo(enemy1_right3, iTween.Hash("path", iTweenPath.GetPath("RightCurve3"), "time", 10));
}
public void MidSpawnEdges()
{
enemy1_left1 = (GameObject)Instantiate(enemy2, spawn4, Quaternion.Euler(enemyAngle));
enemy1_right1 = (GameObject)Instantiate(enemy2, spawn9, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left1, iTween.Hash("path", iTweenPath.GetPath("CrossPath Mid-Left 1"), "time", 10));
iTween.MoveTo(enemy1_right1, iTween.Hash("path", iTweenPath.GetPath("CrossPath Mid-Right 1"), "time", 10));
}
public void MidSpawnMids()
{
enemy1_left1 = (GameObject)Instantiate(enemy2, spawn5, Quaternion.Euler(enemyAngle));
enemy1_right1 = (GameObject)Instantiate(enemy2, spawn8, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left1, iTween.Hash("path", iTweenPath.GetPath("CrossPath Mid-Left 2"), "time", 10));
iTween.MoveTo(enemy1_right1, iTween.Hash("path", iTweenPath.GetPath("CrossPath Mid-Right 2"), "time", 10));
}
//IEnumerator
IEnumerator EnemySpawn()
{
if (enemy1count < 1)
{
if (randomNum == 1)
{
Debug.Log("Enumerator Starts");
enemy1count = 1;
enemy1_left1 = (GameObject)Instantiate(enemy1, spawn1, Quaternion.Euler(enemyAngle));
enemy1_right1 = (GameObject)Instantiate(enemy1, spawn12, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left1, iTween.Hash("path", iTweenPath.GetPath("LeftCurve1"), "time", 10));
iTween.MoveTo(enemy1_right1, iTween.Hash("path", iTweenPath.GetPath("RightCurve1"), "time", 10));
// EdgeSpawn();
yield return new WaitForSeconds(0.2f);
enemy1_left2 = (GameObject)Instantiate(enemy1, spawn2, Quaternion.Euler(enemyAngle));
enemy1_right2 = (GameObject)Instantiate(enemy1, spawn11, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left2, iTween.Hash("path", iTweenPath.GetPath("LeftCurve2"), "time", 10));
iTween.MoveTo(enemy1_right2, iTween.Hash("path", iTweenPath.GetPath("RightCurve2"), "time", 10));
// EdgeSpawnIn();
yield return new WaitForSeconds(0.2f);
enemy1_left3 = (GameObject)Instantiate(enemy1, spawn3, Quaternion.Euler(enemyAngle));
enemy1_right3 = (GameObject)Instantiate(enemy1, spawn3, Quaternion.Euler(enemyAngle));
iTween.MoveTo(enemy1_left3, iTween.Hash("path", iTweenPath.GetPath("LeftCurve3"), "time", 10));
iTween.MoveTo(enemy1_right3, iTween.Hash("path", iTweenPath.GetPath("RightCurve3"), "time", 10));
// EdgeSpawnLast();
yield return new WaitForSeconds(2f);
MidSpawnEdges();
yield return new WaitForSeconds(2f);
MidSpawnMids();
yield return new WaitForSeconds(2f);
EdgeSpawn();
MidSpawnEdges();
yield return new WaitForSeconds(2f);
Debug.Log("enumerator Ends");
}
}
yield return new WaitForSeconds(1f);
}
}