private void Update() { if (transform.position.z > 100) { m_PhysicsDie.RollDie(); } }
public void SpawnDice(int diceToSpawn) { for (int i = 0; i < diceToSpawn; ++i) { PhysicsDie currentDie = m_PhysicsDice[i]; currentDie.gameObject.SetActive(true); // Spawn dice in random area in the spawn point. currentDie.transform.position = new Vector3 ( Random.Range(-m_SpawnPointExtentsX, m_SpawnPointExtentsX), 0, Random.Range(-m_SpawnPointExtentsZ, m_SpawnPointExtentsZ) ) + m_DiceSpawnPoint.position; currentDie.RollDie(); } }