void Start()
 {
     //every call will advance the angle!
     SpawnPotion(myLootAngle.NextAngle());
     SpawnPotion(myLootAngle.NextAngle());
     SpawnPotion(myLootAngle.NextAngle());
     SpawnPotion(myLootAngle.NextAngle());
 }
    void Start()
    {
        LootAngle myLootAngle = new LootAngle(45);

        SpawnHealthPotion(myLootAngle.NextAngle());
        SpawnHealthPotion(myLootAngle.NextAngle());
        SpawnHealthPotion(myLootAngle.NextAngle());
        SpawnHealthPotion(myLootAngle.NextAngle());
    }
Beispiel #3
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    void Start()
    {
        LootAngle lootAngle = new LootAngle(45);

        SpawnObject(angle: lootAngle.NextAngle(), radius: 3);
        SpawnObject(angle: lootAngle.NextAngle(), radius: 4);
        SpawnObject(angle: lootAngle.NextAngle(), radius: 5);
        SpawnObject(angle: lootAngle.NextAngle(), radius: 6);
    }
Beispiel #4
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    void Start()
    {
        spawnPosition = transform.position;
        LootAngle myLootAngle = new LootAngle(45);

        for (int i = 0; i < numberOfSpawns; i++)
        {
            SpawnPotion(myLootAngle.NextAngle(), 2.0f, 15.0f);
        }
        // Hide the spawner object
        MeshRenderer mr = GetComponent <MeshRenderer>();

        mr.enabled = false;
    }