public void DropLoot() { //certain chance of dropping loot float randVal = Random.Range(0f, 1f); Debug.Log(randVal); Debug.Log(lootChance); if (randVal >= lootChance) { return; } //dropping loot GameObject playerRef = this.gameObject; //determining if power up or weapon randVal = Random.Range(0f, 1f); if (randVal < powerUpChance) { Debug.Log("powerup"); //dropping powerup int powerUpNum = Random.Range(0, 3); GameObject pUp = Instantiate(powerUpPrefab); PowerUpLogic logic = pUp.GetComponent <PowerUpLogic>(); logic.SetPosition(powerUpSpawn); logic.SetPowerUp(powerUpNames[powerUpNum]); } else { Debug.Log("weapon"); //dropping weapon //hard coding values because no time string weaponName; int powerUpNum = Random.Range(0, 3); if (powerUpNum == 0) { //giant bullet gun weaponName = "giant"; } else if (powerUpNum == 1) { weaponName = "rocket"; } else { weaponName = "laser"; } GameObject pUp = Instantiate(powerUpPrefab); PowerUpLogic logic = pUp.GetComponent <PowerUpLogic>(); logic.SetPosition(powerUpSpawn); logic.SetPowerUp(weaponName); } }
// Use this for initialization void Start() { powerUpLogic = GameObject.Find("Logic").GetComponent <PowerUpLogic>(); nextGenerateTime = Time.fixedTime; }
// Use this for initialization void Awake() { powerUpLogic = GameObject.Find("Logic").GetComponent <PowerUpLogic>(); }