// Start is called before the first frame update void Start() { globalTimer = 100; maxEnvElements = 1; spawnChoiceTimeInSeconds = 5; spawnProbability = 0.5f; float maxLifeBarSize = 88.0f; Global._players.Add(new Player(this, player1Sprite, UILifeBarObjectP1, maxLifeBarSize, spriteAerialLeft, spriteAerialFailLeft, spriteVerbalLeft, spriteBirdLeft, spriteNoiseLeft, 60)); Global._players.Add(new Player(this, player2Sprite, UILifeBarObjectP2, maxLifeBarSize, spriteAerialRight, spriteAerialFailRight, spriteVerbalRight, spriteBirdRight, spriteNoiseRight, 60)); possibleEnvElements = new List <EnvironmentElement>(); Vector3 initialPos = new Vector3(-1.16f, 2.05f, -0.58f); Vector3 cameraOrientation = -camera.transform.forward; Vector3 orientation = new Vector3(cameraOrientation.x, 0, cameraOrientation.z); possibleEnvElements.Add(new EnvironmentElement(EnvElementType.Car, carPrefab, new Vector3(-1.16f, 1.45f, -0.58f), orientation, 40.0f, "Car")); possibleEnvElements.Add(new EnvironmentElement(EnvElementType.Girl, girlPrefab, initialPos, orientation, 20.0f, "Girl")); possibleEnvElements.Add(new EnvironmentElement(EnvElementType.Swagger, guyPrefab, initialPos, orientation, 20.0f, "Guy")); activeEnvElement = ChooseNewEnvElement(); activeEnvElement.Spawn(); StartCoroutine(DecreaseGlobalTimer(1)); }
void OnTriggerEnter(Collider collider) { activeEnvElement.Unspawn(); activeEnvElement = ChooseNewEnvElement(); activeEnvElement.Spawn(); }