// Update is called once per frame
    void Update()
    {
        if (transform.position.y < generation_point.position.y)
        {
            distance_between  = Random.Range(distance_between_min, distance_between_max);
            platform_Selector = Random.Range(0, the_object_pools.Length);

            //transform.position=new Vector3(0,transform.position.y+(platform_Widths[platform_Selector])/2+distance_between,0);undo
            transform.position = new Vector3(0, transform.position.y + 3.00f, transform.position.z);
            //Instantiate (/*the_platform*/ the_object_pools[platform_Selector],transform.position,transform.rotation);
            GameObject new_platform = the_object_pools[platform_Selector].Get_pooled_object();
            new_platform.transform.position = transform.position;
            new_platform.transform.rotation = transform.rotation;
            new_platform.SetActive(true);
            if (Random.Range(0f, 100f) < random_coin_threshold)
            {
                the_cash_generator.spawn_cash(new Vector3(transform.position.x, transform.position.y + 3f, transform.position.z));
            }
            if (Random.Range(0f, 100f) < random_ditch_threshold)
            {
                GameObject new_ditch       = ditch_pool.Get_pooled_object();
                float      ditchx_position = Random.Range(-platform_Widths[platform_Selector] / 2 + 0.2f, platform_Widths[platform_Selector] / 2 - 0.2f);
                Vector3    ditch_position  = new Vector3(ditchx_position, 0f, 0f);
                new_ditch.transform.position = transform.position + ditch_position;
                new_ditch.transform.rotation = transform.rotation;
                new_ditch.SetActive(true);
            }
            spawn(enemy_pool_car_1);
            spawn(enemy_pool_car_2);

            /*for(int i=0;i<enemy.Count;i++){
             * life_loc=gameObject.GetComponent<Enemy_movement>().life;
             * if(life_loc<0.5){
             *      enemy[i].SetActive(false);
             * }
             * else if(life_loc>=0.5){
             *      enemy[i].SetActive(true);
             * }
             * } */
            /*if(Random.Range(0f,100f)<random_enemy_threshold){
             *      GameObject new_enemy=enemy_pool.Get_pooled_object();
             *      float enemyx_position=Random.Range(-platform_Widths[platform_Selector]/2+0.2f,platform_Widths[platform_Selector]/2-0.2f);
             *      Vector3 enemy_position=new Vector3(enemyx_position,0f,0f);
             *      new_enemy.transform.position=transform.position+enemy_position;
             *      new_enemy.transform.rotation=transform.rotation;
             *      if(new_enemy.transform.position.z==0.8439228){
             *              new_enemy.SetActive(true);
             *      }
             *
             * }*/

            //transform.position=new Vector3(0,transform.position.y+(platform_Widths[platform_Selector])/2,0);undo
            transform.position = new Vector3(0, transform.position.y + 3.00f, transform.position.z);
        }
    }
Beispiel #2
0
    public void spawn_cash(Vector3 start_position)
    {
        distance_between_cash_f = Random.Range(0, 5);
        distance_between_cash_s = Random.Range(0f, 0.9f);
        GameObject cash1 = cash_pool.Get_pooled_object();

        cash1.transform.position = start_position;
        cash1.SetActive(true);

        GameObject cash2 = cash_pool.Get_pooled_object();

        cash2.transform.position = new Vector3(start_position.x - distance_between_cash_s, start_position.y - distance_between_cash_f, 0.9f);
        cash2.SetActive(true);
        cash1.SetActive(false);

        GameObject cash3 = cash_pool.Get_pooled_object();

        cash3.transform.position = new Vector3(start_position.x + distance_between_cash_s, start_position.y + distance_between_cash_f, 0.9f);
        cash3.SetActive(true);
    }
 public bool spawn(Object_pool enemy_pool_car)
 {
     if (Random.Range(0f, 100f) < random_enemy_threshold)
     {
         GameObject new_enemy       = enemy_pool_car.Get_pooled_object();
         float      enemyx_position = Random.Range(-platform_Widths[platform_Selector] / 2 + 0.2f, platform_Widths[platform_Selector] / 2 - 0.2f);
         Vector3    enemy_position  = new Vector3(enemyx_position, 0f, 0f);
         new_enemy.transform.position = transform.position + enemy_position;
         new_enemy.transform.rotation = transform.rotation;
         new_enemy.SetActive(true);
     }
     return(true);
 }