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additional ship stuff

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smz11006 committed Nov 5, 2015
1 parent b21bc17 commit 9a83d46740a0a5e8544f74adb6c8222d72c28e90
@@ -103,10 +103,6 @@
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="Assembly-CSharp.csproj">
<Project>{B99BC696-7CE4-0F5D-8CA4-C88F69287869}</Project> <Name>Assembly-CSharp</Name> </ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
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@@ -4,7 +4,16 @@
public class EnemySpawner : MonoBehaviour {

//Numbers
public int randomNum;
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);
@@ -27,8 +36,8 @@ public class EnemySpawner : MonoBehaviour {

// Use this for initialization
void Start () {
}
randomNum = 1;
}
public void Onslaught()
{
randomNum = 1;
@@ -37,17 +46,43 @@ public void Onslaught()

// Update is called once per frame
void Update () {

if (randomNum > 0)
Onslaught();
}

//IEnumerator
IEnumerator EnemySpawn()
{
if (randomNum == 1)
if (enemy1count < 1)
{
enemy1_left1 = (GameObject)Instantiate(enemy1, spawn1, Quaternion.identity);
iTween.MoveTo(enemy1_left1, iTween.Hash("path", iTweenPath.GetPath("LeftCurve1"), "time", 5, "transition", "easeinSine"));
if (randomNum == 1)
{
Debug.Log("Enumerator Starts");
enemy1count = 1;
enemy1_left1 = (GameObject)Instantiate(enemy1, spawn1, Quaternion.identity);
enemy1_right1 = (GameObject)Instantiate(enemy1, spawn1, Quaternion.identity);

iTween.MoveTo(enemy1_left1, iTween.Hash("path", iTweenPath.GetPath("LeftCurve1"), "time", 10));
iTween.MoveTo(enemy1_right1, iTween.Hash("path", iTweenPath.GetPath("RightCurve1"), "time", 10));

yield return new WaitForSeconds(0.2f);
enemy1_left2 = (GameObject)Instantiate(enemy1, spawn2, Quaternion.identity);
enemy1_right2 = (GameObject)Instantiate(enemy1, spawn2, Quaternion.identity);

iTween.MoveTo(enemy1_left2, iTween.Hash("path", iTweenPath.GetPath("LeftCurve2"), "time", 10));
iTween.MoveTo(enemy1_right2, iTween.Hash("path", iTweenPath.GetPath("RightCurve2"), "time", 10));

yield return new WaitForSeconds(0.2f);
enemy1_left3 = (GameObject)Instantiate(enemy1, spawn3, Quaternion.identity);
enemy1_right3 = (GameObject)Instantiate(enemy1, spawn3, Quaternion.identity);

iTween.MoveTo(enemy1_left3, iTween.Hash("path", iTweenPath.GetPath("LeftCurve3"), "time", 10));
iTween.MoveTo(enemy1_right3, iTween.Hash("path", iTweenPath.GetPath("RightCurve3"), "time", 10));

Debug.Log("enumerator Ends");
}

}
yield return new WaitForSeconds(1f);
}
}
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@@ -0,0 +1,2 @@
0000.55e0ab26.0000
0000.55e0ab44.0000
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BIN +24 Bytes (100%) ShipShooter/Library/expandedItems
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@@ -23,7 +23,7 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = Assembly-CSharp.csproj
Policies = $0
$0.TextStylePolicy = $1
@@ -1 +1,22 @@
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\obj\Debug\Assembly-CSharp.csprojResolveAssemblyReference.cache
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Assembly-CSharp.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Assembly-CSharp.pdb
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Mono.Cecil.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEditor.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEditor.iOS.Extensions.Xcode.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEngine.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEngine.Networking.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEngine.UI.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Unity.SerializationLogic.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Unity.DataContract.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\ICSharpCode.NRefactory.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Unity.UNetWeaver.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Unity.CecilTools.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Mono.Cecil.Pdb.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\Mono.Cecil.Mdb.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEngine.xml
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEditor.xml
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEngine.UI.xml
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\Temp\bin\Debug\UnityEngine.Networking.xml
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\obj\Debug\Assembly-CSharp.dll
C:\Users\Drazule\Documents\Intro_Scritping\ShipShooter\obj\Debug\Assembly-CSharp.pdb

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