//if Obs is spawn we have to delay Item for 100point //if Item is spawn we have to delay obs for 100point too void Awake() { rootParent = new GameObject("Root"); rootParent.transform.parent = transform; obsList = new ItemCD[2]; obsList[0] = new ItemCD(); obsList[1] = new ItemCD(); starItem = new ItemCD(); goldStarItem = new ItemCD(); boosterItem = new ItemCD(); TurtleLvling lvling = Game4_LvlingStat.GetLvling(); obsList[0].eventAction = SpawnObstructcle; obsList[1].eventAction = SpawnObstructcle; obsList[0].SetCooldown(Random.Range(0, lvling.ObstructcleLength * lvling.RandomNoise / 100.0f)); obsList[1].SetCooldown(Random.Range(0, lvling.ObstructcleLength * lvling.RandomNoise / 100.0f)); starItem.eventAction = SpawnStar; starItem.SetCooldown(Random.Range(0, lvling.StarLength * lvling.RandomNoise / 100.0f)); goldStarItem.eventAction = SpawnGoldStar; goldStarItem.SetCooldown(Random.Range(lvling.GoldStarLength / 100.0f, lvling.GoldStarLength * lvling.RandomNoise / 100.0f)); boosterItem.eventAction = SpawnBooster; boosterItem.SetCooldown(Random.Range(lvling.BoosterLength / 100.0f, lvling.BoosterLength * lvling.RandomNoise / 100.0f)); }
void GameStart() { Game4_LvlingStat.ResetGame(gController.mainMenu.Item4.IsSelect); TurtleLvling currentLevel = Game4_LvlingStat.GetLvling(); TurtleCharacter.maxSpeed = currentLevel.speed; obsLength = currentLevel.ObstructcleLength / 100.0f; }
void SpawnObstructcle(ItemCD item) { TurtleLvling lvling = Game4_LvlingStat.GetLvling(); obsCount = lvling.ObstructcleNumber; //spawn Obstructcle GameObject obj = GameObject.Instantiate(ObstructPrefabs[Random.Range(0, ObstructPrefabs.Length)]) as GameObject; obj.SetActive(true); obj.transform.position = new Vector3(-1.25f + Random.Range(0, 3) * 1.25f, 6, 0); obj.transform.parent = rootParent.transform; //Delayed other type cooldown starItem.Delayed(2.0f); goldStarItem.Delayed(4.0f); boosterItem.Delayed(2.0f); //reset item CD item.SetCooldown(Random.Range(lvling.ObstructcleLength / 100.0f, lvling.ObstructcleLength * lvling.RandomNoise / 100.0f)); }
void SpawnStar(ItemCD item) { TurtleLvling lvling = Game4_LvlingStat.GetLvling(); //spawn Star GameObject obj = GameObject.Instantiate(StarPrefabs) as GameObject; obj.SetActive(true); obj.transform.position = new Vector3(-1.25f + Random.Range(0, 3) * 1.25f, 6, 0); obj.transform.parent = rootParent.transform; //Delayed other type cooldown] for (int i = 0; i < obsCount; i++) { obsList[i].Delayed(2.0f); } goldStarItem.Delayed(2.0f); boosterItem.Delayed(2.0f); //reset item CD item.SetCooldown(Random.Range(lvling.StarLength / 100.0f, lvling.StarLength * lvling.RandomNoise / 100.0f)); }