void GameCycle() { float currentPosition = score_value % 12000; //coin initial Spawn if (coinInitialSpawn) { coinInitialSpawn = false; coinGenerator.InitialSpawn(); } //Debug.Log(currentPosition); if (currentPosition >= 0 && currentPosition < 1000) { //lasers //score_value = 3500; //to debug where the thing u want //Static Objects Generator StaticObjectsSpawn(); PowerUpSpawn(); } else if (currentPosition >= 1000 && currentPosition < 2000) { //lasers e canhoes StaticObjectsSpawn(); MachineGunSpawn(); PowerUpSpawn(); } else if (currentPosition >= 2000 && currentPosition < 3000) { //power up, lasers, mini exploders PowerUpSpawn(); StaticObjectsSpawn(); MiniExploderSpawn(); } else if (currentPosition >= 3000 && currentPosition < 4000) { PowerUpSpawn(); BigLasersSpawn(); } else if (currentPosition >= 4000 && currentPosition < 8000) { PowerUpSpawn(); StaticObjectsSpawn(); //Predator Spawn if (!predatorAtive) { //se nao existir o predator predatorSpawn(); } if (predatorDead && currentPosition >= 7000) { MiniExploderSpawn(); } } else if (currentPosition >= 8000 && currentPosition < 10000) //lasers moveis { //lasers e canhoes PowerUpSpawn(); StaticObjectsSpawn(); MiniExploderSpawn(); } else if (currentPosition >= 10000 && currentPosition < 11000) { PowerUpSpawn(); AsteroidSpaw(); } else if (currentPosition >= 11000 && currentPosition < 12000) { PowerUpSpawn(); MiniExploderWaveSpawnPeriodic(); } /* * //PowerUpSpawn() * PowerUpSpawn(); * //Static Objects Generator * StaticObjectsSpawn(); * //MachineGunSpawn * MachineGunSpawn(); * * //Mini Exploder Spawn * if (miniExploderActive) * { * MiniExploderSpawn(); * } * * //Predator Spawn * if (!predatorAtive && score_value > predatorSpawnDeltaPoints) * { //se nao existir o predator * predatorSpawn(); * }*/ }