// Update is called once per frame void Update() { if (_pickedUp) { Asteroid_Pooler_Script a = transform.parent.GetComponent <Asteroid_Pooler_Script>(); a._currentAmountOfAsteroids--; Destroy(gameObject); } }
/// <summary> /// Here we can spawn n amount of asteroid poolers at desired locations, which each hold n amount of asteroids. /// </summary> /// <param name="value"></param> /// <param name="spawnLocations"></param> void SpawnSomeSpawnersAndShit(int value, List <Vector3> spawnLocations) { for (int i = 0; i < spawnLocations.Count; i++) { GameObject go = Instantiate(_asteroid_ContainerAndSpawnerPrefab, this.transform.position, _asteroid_ContainerAndSpawnerPrefab.transform.rotation, this.transform); _asteroidSpawnerList.Add(go); _asteroidPoolerScript = go.GetComponent <Asteroid_Pooler_Script>(); go.transform.Translate(spawnLocations[i]); _asteroidPoolerScript.SetInitialValues(spawnLocations[i], 6f + i * 4, 10f + i * 4, -1.5f, 1.5f, 250, 300); } }