// Update is called once per frame void Update() { float lastPositionX; if (transform.position.x < generationPoint.position.x) { switch (Random.Range(0, 4)) { // Generating Obstacles case 0: theSwimFriendGenerator.spawnObstacle(transform.position); break; // Generating Coins / Fruits case 1: theOxygenGenerator.SpawnCoins(Random.Range(1, 4), transform.position); break; // Generating Spikes / Enemies case 2: theSwimEnemyGenerator.spawnEnemy(transform.position); break; // Generate Hearts case 3: if (Random.Range(1, 100) < 15) { theHeartGenerator.SpawnHeart(transform.position); } break; } lastPositionX = transform.position.x; float newX = Random.Range(3f, 10f); float newY = Random.Range(-3.5f, 3.5f);; if (lastPositionX <= newX) { newX = 0; } // New Platform position transform.position = new Vector3(transform.position.x + newX, newY, transform.position.z); } }
void Update() { if (transform.position.x < generationPoint.position.x) { float gap = 0; if (Random.Range(0f, 100f) < platformGapThreshold) { gap = Random.Range(1f, 5f); } // Generating Constant Ground transform.position = new Vector3(transform.position.x + 5 + gap, transform.position.y, transform.position.z); GameObject constantPlatform = theConstantPlatformPool.GetPooledObject(); constantPlatform.transform.position = transform.position; constantPlatform.transform.rotation = transform.rotation; constantPlatform.SetActive(true); // Select which game object to spawn on ground switch (Random.Range(1, 6)) { //Fruits case 1: fruitCount++; if (fruitCount <= 2) { float randomHeight = Random.Range(1f, 6f); theFruitGenerator.SpawnCoins(Random.Range(2, 6), new Vector3(transform.position.x, transform.position.y + randomHeight, transform.position.z)); } else { fruitCount = 0; } break; // Enemy kill box case 2: enemyCount++; if (enemyCount <= 2) { theEnemyGenerator.spawnEnemy(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z), thePowerupManager.GetSafeMode()); } else { enemyCount = 0; } break; // Obstacles case 3: obstacleCount++; if (obstacleCount <= 2) { theObstacleGenerator.spawnObstacle(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z)); } else { obstacleCount = 0; } break; // Powerups case 4: powerupCount++; if (powerupCount <= 2) { GameObject newPowerup = powerupPool.GetPooledObject(); newPowerup.transform.position = transform.position + new Vector3(transform.position.x, Random.Range(1f, powerupHeight), 0f); //float finalMaxHeight = 0.0f; if (!(Physics2D.OverlapArea(new Vector2(newPowerup.transform.position.x - 0.5f, newPowerup.transform.position.y + 0.5f), new Vector2(newPowerup.transform.position.x + 0.5f, newPowerup.transform.position.y + 0.5f)))) { newPowerup.SetActive(true); } } else { powerupCount = 0; } break; } } }