public void ChangeWaterSupply(float value) { WaterReservoir = Mathf.Clamp(WaterReservoir + value, 0, MaxWaterReservoir); if (!SweatDrop && SweatThreshhold > WaterReservoir / MaxWaterReservoir) { SweatDrop = Instantiate(SweatDropPrefab, transform).GetComponent <SweatDrop>(); } else if (SweatDrop && SweatThreshhold < WaterReservoir / MaxWaterReservoir) { Destroy(SweatDrop.gameObject); } }
void SpawnDrop() { Vector3 spawnPosition; spawnPosition.x = Random.Range(sweatSpawnArea.transform.localPosition.x - sweatSpawnArea.size.x / 2.0f, sweatSpawnArea.transform.localPosition.x + sweatSpawnArea.size.x / 2.0f); spawnPosition.y = Random.Range(sweatSpawnArea.transform.localPosition.y - sweatSpawnArea.size.y / 2.0f, sweatSpawnArea.transform.localPosition.y + sweatSpawnArea.size.y / 2.0f); spawnPosition.z = 0.0f; SweatDrop prefab = sweatPrefabs[Random.Range(0, sweatPrefabs.Length)]; SweatDrop newInstance = Instantiate(prefab, spawnPosition, Quaternion.identity, this.transform); newInstance.transform.localPosition = spawnPosition; }