Fixed spawner errors
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@ -93,12 +93,17 @@ public class NewBehaviourScript : MonoBehaviour
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void SpawnRandom(float difficulty)
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void SpawnRandom(float difficulty)
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{
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{
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while (difficulty > 0.5f) // Spawn until difficulty is less than 0.5f
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while (difficulty > 1f) // Spawn until difficulty is less than 0.5f
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{
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{
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var validEnemies = enemyList.Where(x => x.Difficulty <= difficulty).ToArray();
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var validEnemies = enemyList.Where(x => x.Difficulty <= difficulty).ToArray();
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var enemyToSpawn = validEnemies[UnityEngine.Random.Range(0, validEnemies.Length)];
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int enemyIndex = UnityEngine.Random.Range(0, validEnemies.Length);
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var enemyToSpawn = validEnemies[enemyIndex];
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difficulty -= enemyToSpawn.Difficulty;
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difficulty -= enemyToSpawn.Difficulty;
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GameObject enemy = Instantiate(enemyToSpawn.prefabs[UnityEngine.Random.Range(0, enemyToSpawn.prefabs.Length)], GetRandomPointOnCircle(mainCam.transform.position, SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
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int variant = UnityEngine.Random.Range(0, enemyToSpawn.prefabs.Length);
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GameObject variantToSpawn = enemyToSpawn.prefabs[variant];
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GameObject enemy = Instantiate(variantToSpawn, GetRandomPointOnCircle(mainCam.transform.position, SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
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enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x => x.transform).ToArray();
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enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x => x.transform).ToArray();
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}
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}
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