internal void SpawnDebrisAt(int x, int y) { for (int sy = 0; sy < 2; sy++) { for (int sx = 0; sx < 2; sx++) { var inst = debrisPrefab.Alloc(); inst.transform.position = new Vector2(x + sx * 0.5f, y + sy * 0.5f); inst.rigidbody.AddForce(new Vector3((float)rand.NextDouble() - 0.5f * 50, 300, 0)); if (y > height - 1) //hacky whatever { inst.GetComponent <SpriteRenderer> ().sprite = debrisSprites [0]; } else { inst.GetComponent <SpriteRenderer> ().sprite = debrisSprites [1]; } float c = (float)rand.NextDouble() * 0.25f + 0.65f; inst.GetComponent <SpriteRenderer> ().color = new Color(c, c, c); } } }