Submissions from 2017-10-10 to 2017-10-11 (1 total)

As noted in my last post, I made some changes to my hit detection system to account for different round types. Unfortunately, due to the lack of nested prefabs in Unity, that also meant that I had to individually tweak every enemy that was baked into every one of my level segments. Moreover, if I ever wanted to change values associated with those enemies again, I'd have to individually tweak them... again. Sucks to that!

So, tonight, I rejiggered the way those enemies. Turns out, the 'fix' was trivial. Each enemy consists of a parent and 3 children: Start Position, End Position and Entity (the actual thing that moves and shoots). Rather than having 'Entity' be a fixed child of the enemy, I simply changed it to be a prefab instantiated by the enemy.

Now, if I need to tweak the stats (health, weapon type, color, etc.) of a particular enemy type, I just need to tweak the prefab. Granted, if I want to change the enemy type associated with any particular enemy in any particular level segment, I have to still manually track down that enemy in that level segment prefab and swap out it's enemy type prefab. But, that's a whole heck of a lot less annoying than my previous setup.