Example #1
0
    //waitTime is now a random Number; we can make it a propierty that changes with the game stats.
    public IEnumerator StartFightIE()
    {
        while (true)
        {
            GameObject npc1         = handlePeople.GetRandomNpc();
            GameObject npc2         = handlePeople.GetRandomNpc();
            Vector3    placeToFight = npc2.transform.position;

            GameObject thisCloudFight = Instantiate(cloudFigth, placeToFight - (0.12f * (placeToFight - npc1.transform.position)), Quaternion.identity);
            thisCloudFight.GetComponent <Fight>().AssignNpc1(npc1);
            thisCloudFight.GetComponent <Fight>().AssignNpc2(npc2);

            npc1.GetComponentInChildren <SpriteRenderer>().color = Color.red;
            npc2.GetComponentInChildren <SpriteRenderer>().color = Color.red;

            npc1.GetComponent <AutoMove>().MoveToFight(placeToFight - (0.25f * (placeToFight - npc1.transform.position)));
            npc2.GetComponent <AutoMove>().MoveToFight(placeToFight);

            if (onNewFight != null)
            {
                onNewFight();
            }

            float waitTime = UnityEngine.Random.Range(10, 15f);
            yield return(new WaitForSeconds(waitTime));
        }
    }
Example #2
0
    //waitTime is now a random Number; we can make it a propierty that changes with the game stats.
    public IEnumerator InstantiateVomitIE()
    {
        while (true)
        {
            GameObject npcToInstantiate = handlePeople.GetRandomNpc();
            Instantiate(vomit, npcToInstantiate.transform.position, Quaternion.identity);


            float waitTime = Random.Range(2, 4f);
            yield return(new WaitForSeconds(waitTime));
        }
    }