Beispiel #1
0
    public void Die()
    {
        Vector3 pos = this.transform.position;

        pos.y -= 10;
        GameObject obj;

        //GameObject obj = Instantiate (fire, pos, Quaternion.identity) as GameObject;
        //if(size==1) obj.transform.localScale=new Vector3 (0.5f,0.5f,0.5f);
        if (size == 2)
        {
            //int ran=Random.Range(2,6);
            int ran = 0;
            pos.y += 20;
            for (int i = 0; i < ran; i++)
            {
                float angle = Mathf.PI * i / ran * 2, vx, vy, vz;
                pos.x += 10 * Mathf.Cos(angle);
                pos.z += 10 * Mathf.Sin(angle);
                obj    = Instantiate(stone, pos, Quaternion.identity) as GameObject;
                obj.transform.localScale = new Vector3(10f, 10f, 10f);
                vx = Mathf.Cos(angle) * 1200;
                vy = 1000;
                vz = Mathf.Sin(angle) * 1200;
                obj.rigidbody.AddRelativeForce(vx, vy, vz);
                mountainRock m = obj.GetComponent <mountainRock>();
                m.size = 1;
            }
        }
        Destroy(gameObject);
    }
Beispiel #2
0
 // Update is called once per frame
 void Update()
 {
     //Debug.Log ("!!!!");
     deltaSlideTime += Time.deltaTime;
     //float z = Random.Range (0, 800.0f);
     //float z = 600;
     if (deltaSlideTime > minSlideTime)
     {
         deltaSlideTime = 0;
         for (int i = 0; i < 5; i++)
         {
             GameObject   obj = Instantiate(rocks, new Vector3(100, 200, 1000 + 55 * i), Quaternion.identity) as GameObject;
             mountainRock m   = obj.GetComponent <mountainRock>();
             //float x=Random.Range(-700,0);
             float x = -400;
             m.rigidbody.AddRelativeForce(x, 0, 0);
             m.size = 2;
         }
     }
 }