// Start is called before the first frame update void Start() { waypoints = coinConfig.GetWaypoints(); transform.position = waypoints[currentIndex].transform.position; coin = gameObject.GetComponent <Coin>(); gameplay = FindObjectOfType <CoinDropGamePlay>(); }
IEnumerator SpawnAllCoinsInWave(CoinDropConfig coin) { for (int i = 0; i < 100; i++) { yield return(new WaitForSeconds(UnityEngine.Random.Range(0f + offset, 10f))); offset += 0.2f; int randomNumberForHighCoins = Random.Range(0, 100); int randomCoin; if (randomNumberForHighCoins < 90) { randomCoin = Random.Range(0, 9); } else { randomCoin = Random.Range(9, 11); } var newCoin = Instantiate(coin.GetCoins()[randomCoin], coin.GetWaypoints()[0].transform.position, Quaternion.identity); newCoin.GetComponent <CoinPath>().SetWaveConfig(coin); } }