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Mar 28th, 2014
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  1. #pragma strict
  2.  
  3. var Direction : int = 1;
  4. var speed : int = 5;
  5.  
  6. var Enemy_Drone_1 : Transform;
  7. var Enemy_Drone_2 : Transform;
  8. var LastSpawn : float;
  9. var NextSpawn : float;
  10. var ManagerOf : Manager_Script;
  11. var level : int;
  12. var IsOn : boolean = true;
  13. var x : int;
  14. var Boss_Pref : Transform;
  15. var EnemyCreated : Transform;
  16. var Boss_Alive : boolean = false;
  17.  
  18. var Boss : GameObject;
  19.  
  20. var EnemyDroneArray = new Array(Enemy_Drone_1, Enemy_Drone_2);
  21. var EnemyDroneArrayLength = EnemyDroneArray.length;
  22.  
  23.  
  24.  
  25.  
  26. function Start()
  27. {
  28.     ManagerOf = GameObject.FindGameObjectWithTag("Manager").GetComponent(Manager_Script);
  29.     StartCoroutine("SpawnCoroutine");
  30.    
  31. }
  32.  
  33. function Update()
  34. {
  35.     transform.Translate(Vector3(Direction * speed * Time.deltaTime, 0, 0));
  36.     if (IsOn)
  37.     {
  38.         if(level == 4 && IsOn == true)
  39.         {
  40.                     IsOn = false;
  41.                     Instantiate(Boss_Pref, Vector3(0, 8, 2), Quaternion.identity);
  42.                     Boss = GameObject.FindGameObjectWithTag("Boss");
  43.                     Boss_Alive = true;
  44.         }
  45.    
  46.         if(Boss_Alive != null)
  47.         {
  48.                     return;
  49.         }
  50.         Application.LoadLevel(1);
  51.     }
  52. }
  53.  
  54. function SpawnCoroutine()
  55. {
  56.         SpawnRandomEnemy();
  57.         LastSpawn = Time.time;
  58.         ManagerOf.TotalShips++;
  59.         yield WaitForSeconds(Random.Range(1.0, 3.0 - (.2 * level)));
  60. }
  61.  
  62.  
  63.  
  64.  
  65. function SpawnRandomEnemy()
  66. {
  67.     //var EnemyPrefab = ChooseRandomPrefab();
  68.     var RandomIndex = Random.Range(0, EnemyDroneArrayLength);
  69.     Instantiate(EnemyDroneArray[RandomIndex, transform.position, Quaternion.identity]);
  70.     //Enemy_Drone_1.Instantiate(Enemy_Drone_1, transform.position, Quaternion.identity);
  71.     //Enemy_Drone_2.Instantiate(Enemy_Drone_2, transform.position, Quaternion.identity);
  72.  
  73. }
  74.  
  75. /*function ChooseRandomPrefab()
  76. {
  77.     var RandomIndex = Random.Range(0, EnemyDroneArrayLength);
  78.     Instantiate(EnemyDroneArray[RandomIndex, transform.position, Quaternion.identity]);
  79.     return EnemyDroneArray[RandomIndex];
  80. }*/
  81.  
  82. function OnCollisionEnter(col : Collision)
  83. {
  84.     if(col.gameObject.tag == "Left")
  85.     {
  86.             Direction = (-1);
  87.     }
  88.    
  89.     if(col.gameObject.tag == "Right")
  90.     {
  91.             Direction = 1;
  92.     }
  93. }
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