// Update is called once per frame void Update() { speedChange speedScript = gameObject.GetComponent <speedChange>(); float speedModSpearSpawn = speedScript.speedMod; newSpawnRate = spawnRate; //Get boat vector direction at time of instantiation. randomDirection = boatFront.transform.position - boatBack.transform.position; timer += Time.deltaTime; if (timer >= (newSpawnRate - .4f) && spearIndicNumber == 0) { indicator(count); spearIndicNumber = 1; } if (timer >= newSpawnRate && count < 5) { spawn(count); count++; timer = 0.0f; count = count % 5; spearIndicNumber = 0; } }
// Update is called once per frame void Update() { speedChange speedScript = guiTextBox.GetComponent <speedChange>(); float speedModSpearGrow = speedScript.speedMod; transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(5.0f, 5.0f, 5.0f), speedModSpearGrow * Time.deltaTime * scaleRate); }
// Update is called once per frame void Update() { //Define boat vector using empty game objects at front and back. //That's wrong don't listen to him. This part's weird but working. boatDirection = Vector3.forward; //front.transform.RotateAround(Vector3.zero, Vector3.forward, boatRate * Time.deltaTime); //back.transform.RotateAround (Vector3.zero, Vector3.forward, boatRate * Time.deltaTime); this.transform.Rotate(boatDirection * boatRate * Time.deltaTime); boatMoveTimer += Time.deltaTime; //Set spear timers between boat and spear spawn equal. spearSpawn spearScript = GameManager.GetComponent <spearSpawn>(); float spearThrowTimer = spearScript.timer; //Get game speed modifier speedChange speedScript = GameManager.GetComponent <speedChange>(); float speedModBoat = speedScript.speedMod; //Get spear spawn rate. float spearSpawnRate = spearScript.newSpawnRate; //Pause briefly for spear throw if (spearThrowTimer < 0.5) { boatRate = 0.0f; } else if (spearThrowTimer > spearSpawnRate - 1.0f) { boatRate = 0.0f; } else { if (boatMoveTimer >= 2) { degreeVariable = speedModBoat * Random.Range(20, 100); intDegrees = Mathf.RoundToInt(degreeVariable); boatMoveTimer = 0.0f; } if (degreeVariable % 2 == 0) { boatRate = -intDegrees; } else { boatRate = intDegrees; } } }
void spawn(int count) { //Spear instantiated velocity relative to selected game speed. speedChange speedScript = gameObject.GetComponent <speedChange>(); float speedModSpear = speedScript.speedMod; //Instantiate spear at origin according to boat's direction. if (spearClone [count] != null) { Object.Destroy(spearClone[count]); } t = Quaternion.LookRotation(randomDirection); spearClone[count] = (GameObject)Instantiate(g, new Vector3(0, 0, 0), t); spearClone[count].GetComponent <Rigidbody>().velocity = speedModSpear * randomDirection * spearSpeed; }