// Update is called once per frame void Update() { if (nextBelt == null || nextBelt.startMarker == null) { return; } Transform endMarker = nextBelt.startMarker; foreach (Bear bear in bears) { float speedModifier = GameManager.instance.speedFactor; bear.transform.position = Vector3.MoveTowards(bear.transform.position, endMarker.position, speed * speedModifier * Time.deltaTime); } foreach (Bear bear in bears) { if (Vector3.Distance(bear.transform.position, endMarker.position) < 0.001f && nextBelt.IsRoomOnBelt()) { RemoveBear(bear); nextBelt.AddToBelt(bear); break; // TODO: shame } } }
// Update is called once per frame void CreateBear() { if (numCreated == numToBeCreated) { return; } numCreated++; GameObject newBear = Instantiate(bearPrefab); belt.AddToBelt(newBear.GetComponent <Bear>()); //if (Random.value < GameManager.instance.percentageOfBearsWithParts) if (recycled[numCreated - 1]) { AddRandomFeaturesToBear(newBear.GetComponent <Bear>()); } GetComponent <AudioSource>().Play(); }
// Update is called once per frame void CreateBear() { GameObject newBear = Instantiate(bearPrefab); belt.AddToBelt(newBear.GetComponent <Bear>()); }