Example #1
0
 IEnumerator DoFancyRaindrops()
 {
     doingArtisticRaindrops = true;
     rainPlayer.Play();
     while (doingArtisticRaindrops)
     {
         GameObject go = SimplePool.Spawn(artsyRaindropObject, new Vector3(Random.Range((playerCS.starting_X - playerCS.boundary_X),
                                                                                        (playerCS.starting_X + playerCS.boundary_X)),
                                                                           6,
                                                                           0), Quaternion.identity);
         float factor = Random.Range(0.5f, 2.5f);
         go.transform.localScale = new Vector3(0.06f, 0.06f, 1.0f) * factor;
         Raindrop rdcs = go.GetComponent <Raindrop>();
         rdcs.Setup();
         rdcs.speed = Random.Range(7.0f, 15.0f);
         yield return(new WaitForSeconds(Random.Range(0.01f, 0.05f)));
     }
     yield return(null);
 }
Example #2
0
    IEnumerator SpawnRaindrops()
    {
        ///   Instead of calling Instantiate(), use this:
        ///       SimplePool.Spawn(somePrefab, somePosition, someRotation);
        ///
        ///   Instead of destroying an object, use this:
        ///       SimplePool.Despawn(myGameObject);
        ///
        ///   If desired, you can preload the pool with a number of instances:
        ///       SimplePool.Preload(somePrefab, 20);
        while (dropsCollected < dropsToCatch)
        {
            if (Paused)
            {
                yield return(new WaitForSeconds(0.5f));

                continue;
            }

            //GameObject go = GameObject.Instantiate(raindropObject);
            float newX;
            if (dropsCollected == 0)
            {
                newX = Random.Range((playerCS.starting_X - playerCS.boundary_X),
                                    (playerCS.starting_X + playerCS.boundary_X));
                lastSpawnedDropPosition = new Vector3(newX, 6, 0);
            }
            else
            {
                newX = Random.Range(Mathf.Max((lastSpawnedDropPosition.x - currentLevelSet[currentLevel].maxHorizDistanceBetweenDrops),
                                              (playerCS.starting_X - playerCS.boundary_X)),
                                    Mathf.Min((lastSpawnedDropPosition.x + currentLevelSet[currentLevel].maxHorizDistanceBetweenDrops),
                                              (playerCS.starting_X + playerCS.boundary_X)));
            }
            GameObject go   = SimplePool.Spawn(raindropObject, new Vector3(newX, 6, 0), Quaternion.identity);
            Raindrop   rdcs = go.GetComponent <Raindrop>();
            rdcs.Setup();
            rdcs.speed = Random.Range(currentLevelSet[currentLevel].minDropSpeed, currentLevelSet[currentLevel].maxDropSpeed) * currentDiff.masterSpeed;
            lastSpawnedDropPosition = go.transform.position;
            yield return(new WaitForSeconds(Random.Range(currentLevelSet[currentLevel].minTimeBetweenDrops, currentLevelSet[currentLevel].maxTimeBetweenDrops)));
        }
        yield return(null);
    }