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Nov 25th, 2014
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  1. Class WaveInstantiate {
  2. private EnemyMovement enemymovement;
  3.  
  4. public void MakeEnemy(Vector3 pos, Quaternion rot, Enemy.EnemyMove behaviour) {
  5. GameObject enemy = Instantiate (ship, pos, rot) as GameObject;
  6. enemy.GetComponent<Enemy> ().moveEnemy = behaviour;
  7. }
  8.  
  9. public IEnumerator Wave1() {
  10. // Set spawn spots and no. of enemies
  11. // Make the calls to: MakeEnemy(pos, rot, enemymovement.SomeFunctionToMoveEnemy)
  12. }
  13.  
  14. public IEnumerator Wave2() // etc
  15. }
  16.  
  17. Class Enemy {
  18. public delegate IEnumerator EnemyMove(Enemy enemy);
  19. public EnemyMove moveEnemy;
  20.  
  21. void Start() {
  22. // Do some setup
  23.  
  24. StartCoroutine(moveEnemy (this));
  25. }
  26. }
  27.  
  28. Class EnemyMovement {
  29. private BulletPatterns bulletpatterns;
  30.  
  31. public IEnumerator ForwardThenBack(Enemy enemy) {
  32. // Move object forward
  33. yield return StartCoroutine(bulletpatterns.BulletsAtPlayer (enemy.rigidbody.position));
  34. // Move object back
  35. }
  36.  
  37. // Define some other movements here also
  38. }
  39.  
  40. Class BulletPatterns {
  41. private GameObject playerShip;
  42.  
  43. public IEnumerator BulletsAtPlayer(Vector3 spawnPos) {
  44. // Create some bullets that are being aimed at the player
  45. }
  46. }
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