// Update is called once per frame void Update() { //Life text = nb_vie.ToString(); canvas_vie.text = "Vie : " + text; //Combo timer += Time.deltaTime; //Temps depuis le début du jeu if (timer > combotime) { in_combo = false; } if (in_combo == false) { canvas_combo.enabled = false; barre_combo.enabled = false; comboValue = 0; } else { barre_combo.transform.localScale = new Vector2(0.7f * (combotime - timer) / (float)combotime, 0.05f); } //Spawn des reliques timer_relique += Time.deltaTime; //Temps depuis le début du jeu if (timer_relique > random_time) { int random_number = Random.Range(0, relique_spawn.Length); random_relique = Random.Range(0, relique.Length); Instantiate(relique[random_relique], relique_spawn[random_number].transform.position, Quaternion.identity); timer_relique = 0; random_time = Random.Range(25, 40); } //Spawn des ennemis timer_ennemy += Time.deltaTime; Vector2 Player_position = new Vector2(Player.transform.position.x, Player.transform.position.y); if (timer_ennemy > time_to_spawn) { int random_number = Random.Range(0, ennemy_spawn.Length); random_ennemy = Random.Range(0, ennemy_type.Length); SpawnPlayer.Spawn_near_player(); Instantiate(ennemy_type[random_ennemy], ennemy_spawn[random_number].transform.position, Quaternion.identity); timer_ennemy = 0; } }