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);
        }
    }
Example #2
0
    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;
    }