private void getNextObject() { removeAllMarks(); m_SpriteHolders[0].sprite = m_SpriteHolders[1].sprite = m_SpriteHolders[2].sprite = null; bool didSetNewSprite = getRandomObjectInLevel(); if (!didSetNewSprite) { setupNextTurn(); return; } m_HasObject = true; m_Sm.addNewRequest(); //there is a chance they could have put another object in while the door is closing m_NumOfCrosses = 0; updateCrossUI(); m_TurnTimeStart = Time.time; m_DoorController.runDoorAnimation(true); m_RequestingText.text = m_StartingRequestText.Replace("_NAME_", ListOfNames.getRandomName()); }
private void spwanObject(int a_Slot) { m_LastSpwanTime = Time.time; GameObject go = new GameObject(); //give the object a name, cause it's funny and so it's easy to tell the difference between them go.name = "OBJ " + ListOfNames.getRandomName(); go.layer = LayerMask.NameToLayer("NewObject"); go.transform.position = m_ListOfSpots.GetChild(a_Slot).position; go.AddComponent <SpriteRenderer>().sprite = m_List.getRandomObject(); go.AddComponent <PolygonCollider2D>(); Rigidbody2D rb = go.AddComponent <Rigidbody2D>(); rb.angularVelocity = Random.Range(-500, 500); //rb.bodyType = RigidbodyType2D.Kinematic; m_SpwanedObjects[a_Slot] = go.AddComponent <Draggable>(); }