using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnManager : MonoBehaviour {
public EnemySpawn[] monsterSpawnArray;
public EnemySpawn[] bossSpawnArray;
public List<GameObject> enemyList = new List<GameObject>();
// Use this for initialization
void Start () {
StartCoroutine(Spawn());
}
IEnumerator Spawn()
{//控制第一波敌人的生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
while (enemyList.Count > 0)
{
yield return new WaitForSeconds(0.2f);
}
//控制第二波敌人的生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
yield return new WaitForSeconds(0.5f);//第二波敌人先生成一波后等待0.5秒在执行下一波生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
while (enemyList.Count > 0)
{
yield return new WaitForSeconds(0.2f);
}
//控制第三波敌人的生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
yield return new WaitForSeconds(0.5f);
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
yield return new WaitForSeconds(0.5f);
foreach (EnemySpawn s in bossSpawnArray)
{
enemyList.Add(s.Spawn());
}
}
}
using System.Collections.Generic;
using UnityEngine;
public class SpawnManager : MonoBehaviour {
public EnemySpawn[] monsterSpawnArray;
public EnemySpawn[] bossSpawnArray;
public List<GameObject> enemyList = new List<GameObject>();
// Use this for initialization
void Start () {
StartCoroutine(Spawn());
}
IEnumerator Spawn()
{//控制第一波敌人的生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
while (enemyList.Count > 0)
{
yield return new WaitForSeconds(0.2f);
}
//控制第二波敌人的生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
yield return new WaitForSeconds(0.5f);//第二波敌人先生成一波后等待0.5秒在执行下一波生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
while (enemyList.Count > 0)
{
yield return new WaitForSeconds(0.2f);
}
//控制第三波敌人的生成
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
yield return new WaitForSeconds(0.5f);
foreach (EnemySpawn s in monsterSpawnArray)
{
enemyList.Add(s.Spawn());
}
yield return new WaitForSeconds(0.5f);
foreach (EnemySpawn s in bossSpawnArray)
{
enemyList.Add(s.Spawn());
}
}
}