void MakeCoin() { int rand = Random.Range(2 + (int)Type, 5 + (int)Type); if (Type == EnemyType.BOSS) { rand = Random.Range(10, 20); } for (int i = 0; i <= rand; i++) { GameObject coin = GameManager.Inst().ObjManager.MakeObj("Coin"); coin.transform.position = transform.position; Vector3 pos = transform.position; pos.x += Mathf.Cos(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; pos.y += Mathf.Sin(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; Item_Coin ic = coin.gameObject.GetComponent <Item_Coin>(); ic.SetValue((int)Random.Range(Health * 0.1f, Health)); ic.SetTargetPosition(pos); ic.SetIsScatter(true); ic.SetIsAbsorb(false); } }
public void Make() { GameObject explosion = GameManager.Inst().ObjManager.MakeObj("Explosion"); explosion.transform.position = Bubble.transform.position; switch (Type) { case 0: for (int i = 0; i < 10; i++) { Item_Coin coin = GameManager.Inst().ObjManager.MakeObj("Coin").GetComponent <Item_Coin>(); coin.SetValue(100); coin.transform.position = Bubble.transform.position; Vector3 pos = transform.position; pos.x += Mathf.Cos(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; pos.y += Mathf.Sin(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; coin.SetTargetPosition(pos); coin.SetIsScatter(true); coin.SetIsAbsorb(false); } break; case 1: for (int i = 0; i < 2; i++) { Item_Jewel jewel = GameManager.Inst().ObjManager.MakeObj("Jewel").GetComponent <Item_Jewel>(); jewel.SetValue(1); jewel.transform.position = Bubble.transform.position; Vector3 pos = transform.position; pos.x += Mathf.Cos(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; pos.y += Mathf.Sin(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; jewel.SetTargetPosition(pos); jewel.SetIsScatter(true); jewel.SetIsAbsorb(false); } break; case 2: for (int i = 0; i < 5; i++) { Item_Resource resource = GameManager.Inst().ObjManager.MakeObj("Resource").GetComponent <Item_Resource>(); resource.transform.position = transform.position; Vector3 pos = transform.position; pos.x += Mathf.Cos(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; pos.y += Mathf.Sin(Mathf.Deg2Rad * Random.Range(0.0f, 180.0f)) * 1.0f; resource.SetValue(10); resource.SetColor(DetailType); resource.TargetPosition = pos; resource.IsScatter = true; resource.BeginAbsorb(); } break; case 3: GameManager.Inst().MakeReinforce(DetailType, 0, Bubble.transform); break; } }