Patrons now spawn in and are randomly assigned demon status.

This commit is contained in:
shakurass 2014-04-27 19:49:21 -06:00
commit 5d203d1e9d
12 changed files with 111 additions and 1189 deletions

View file

@ -6,14 +6,14 @@ public class GameController : MonoBehaviour {
public int swigs;
public GUIText swigText;
public GUIText scoreText;
public int patronCount;
public int maxPatrons;
public float spawnWait;
public float startWait;
public float waveWait;
public GameObject[] patron;
public GameObject[] patronObjects;
private int score = 0;
private int patrons = 0;
private int patronCounter = 0;
// Use this for initialization
void Start () {
@ -34,14 +34,14 @@ public class GameController : MonoBehaviour {
while (true)
{
if (patrons < patronCount)
if (patronCounter < maxPatrons)
{
Vector3 spawnPosition = new Vector3 (40f, 2.5f, 10f);
Vector3 spawnPosition = new Vector3 (8f, 9.7f, -3f);
Quaternion spawnRotation = Quaternion.identity;
GameObject patron = Instantiate (patron[Random.Range (0, patron.Length)], spawnPosition, spawnRotation);
Instantiate (patronObjects[Random.Range (0, patronObjects.Length-1)], spawnPosition, spawnRotation);
patrons++;
patronCounter++;
yield return new WaitForSeconds (spawnWait);
}
@ -58,11 +58,13 @@ public class GameController : MonoBehaviour {
public void AddScore() {
score += 100;
UpdateScoreText ();
patronCounter--;
}
public void DetractScore() {
score -= 150;
UpdateScoreText ();
patronCounter--;
}
void UpdateSwigText() {