Exemple #1
0
    void Update()
    {
        if (spawnTimer.HasPassed(1.0f / spawnRate))
        {
            spawnTimer.Reset();
            Vector3 offset = box.size;
            offset.x *= Random.Range(-0.5f, 0.5f);
            offset.y *= Random.Range(-0.5f, 0.5f);
            Vector3 pos = transform.position + offset;

            var star = GameObject.Instantiate(starPrefab, pos, Quaternion.identity) as GameObject;
            SpawnFolder.SetParent(star, "Stars");
            var size = Random.Range(minSpawnSize, 1.0f);
            star.transform.localScale *= size;
            var data = new StarData();
            data.star = star;
            data.size = size;
            spawnedStars.Add(data);
        }

        for (int i = spawnedStars.Count - 1; i >= 0; i--)
        {
            var star = spawnedStars[i];
            star.star.transform.position += Vector3.down * star.size * baseMoveSpeed * Time.deltaTime;

            if (star.star.transform.position.y < -transform.position.y)
            {
                spawnedStars.RemoveAt(i);
                GameObject.Destroy(star.star);
            }
        }
    }
Exemple #2
0
    void Update()
    {
        if (timer.HasPassed(spawnTime))
        {
            timer.Reset();

            GameObject obj = GameObject.Instantiate(enemyPrefab, transform.position, Quaternion.identity) as GameObject;
            SpawnFolder.SetParent(obj, "Enemies");
        }
    }
Exemple #3
0
    private void Shoot()
    {
        int numBullets = NumBullets();

        for (int i = 0; i < numBullets; i++)
        {
            Vector3 offset = OffsetForBullet(i, numBullets);
            offset.Scale(box.size * 0.5f);
            offset.Scale(transform.localScale);

            Vector3 vel = VelocityForBullet(i, numBullets);

            GameObject obj = GameObject.Instantiate(gun.data.bulletPrefab, transform.position + offset, Quaternion.identity) as GameObject;
            obj.GetComponent <Bullet>().Init(vel);

            SpawnFolder.SetParent(obj, "Bullets");
            gun.bulletsFired++;
        }
    }