// Update is called once per frame
    void Update()
    {
        if (transform.position.z - Player.transform.position.z < d.z)
        {
            float temph = Random.Range(minh, maxh);

            float tempd = Random.Range(mind, maxd);

            GameObject pt = pool.GetPlaform();
            pt.transform.position = new Vector3(transform.position.x, transform.position.y + temph, transform.position.z + pt.GetComponentInChildren <Collider> ().bounds.size.z + tempd);
            GameObject ob   = obs.GetObstacles();
            int        num  = Random.Range(0, 3);
            float      zmax = pt.transform.position.z;
            float      zmin = zmax - pt.GetComponentInChildren <Collider> ().bounds.size.z;
            float      xmax = pt.transform.position.x + pt.GetComponentInChildren <Collider> ().bounds.size.x / 2;
            float      xmin = xmax - pt.GetComponentInChildren <Collider> ().bounds.size.x;
            float      z    = Random.Range(zmin + ob.GetComponentInChildren <Collider> ().bounds.size.z / 2, zmax - ob.GetComponentInChildren <Collider> ().bounds.size.z / 2);
            float      x    = Random.Range(xmin + ob.GetComponentInChildren <Collider> ().bounds.size.x / 2, xmax - ob.GetComponentInChildren <Collider> ().bounds.size.x / 2);
            ob.transform.position = new Vector3(x, pt.transform.position.y, z);



            transform.position = new Vector3(pt.transform.position.x, pt.transform.position.y, pt.transform.position.z);
        }
    }
Exemple #2
0
 // Update is called once per frame
 void Update()
 {
     if (transform.position.z - Player.transform.position.z < d.z)
     {
         //GameObject pt = Instantiate (p[Random.Range (0, p.Length)]);
         GameObject pt = pool.GetPlaform();
         pt.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z + pt.GetComponentInChildren <Collider> ().bounds.size.z);
         transform.position    = new Vector3(transform.position.x, pt.transform.position.y, transform.position.z + pt.GetComponentInChildren <Collider> ().bounds.size.z);
     }
 }