using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using System.Collections; class CounterRespowner : MonoBehaviour { public const string RESPOWNER_NAME = "DungeonRespowner"; public bool Respown = true; public int Counter = 20; public List minions; public List respownPoints; public int killedMinions = 0; private IEnumerator coroutine; public void Start() { } public void Update() { if(Respown && Counter > 0) { Respown = false; if (killedMinions < 4 && Counter > 20) { coroutine = SpownWithDelay(1.5f); } else if(Counter <= 20 && killedMinions >= 4) { coroutine = SpownWithDelay(3.0f); } StartCoroutine(coroutine); } } // najpier 10 // a potem w wiekszych dstepach kolejne 20 private IEnumerator SpownWithDelay(float waitTime) { yield return new WaitForSeconds(waitTime); RespownMinion(); Counter -= 1; Respown = true; } public void RespownMinion() { GameObject minion = null; Vector3 spowner = Vector3.zero; // Draw minion minion = minions .ElementAt(UnityEngine.Random.Range(0, minions.Count())) ; // Decide which spowner use spowner = respownPoints .ElementAt(UnityEngine.Random.Range(0, respownPoints.Count())) .transform .position ; // Change position var newPosition = new Vector3( spowner.x + UnityEngine.Random.Range(-3.8f, 3.8f), spowner.y + UnityEngine.Random.Range(-3.8f, 3.8f), 10 ); BuildMinion(minion, newPosition); } public void BuildMinion(GameObject minion, Vector3 coord) { var sceneGui = GameObject.FindGameObjectWithTag("EnemyCollection"); if (sceneGui == null) { throw new Exception("GUI not found on scene!!!"); return; } var newMinion = GameObject.Instantiate(minion, coord, Quaternion.identity, sceneGui.transform); newMinion.name = minion.name; // newMinion.transform.SetParent(sceneGui.transform); newMinion.GetComponent().sortingOrder = 3; newMinion.AddComponent(); newMinion.GetComponent().SetParentRespowner(gameObject); } }