IEnumerator delaySpawn() { yield return(new WaitForSeconds(randomTime)); if (!nexSpawn || GameVariables._pauseGame) { yield return(null); } else { IntelligenceCarSystem car = carStack.Pop(); car.transform.position = transform.position; car.transform.rotation = Quaternion.Euler(rotate); GameManagement.manager.Happiness(car.GetStatusDelay()); car.SetSpeed(minSpeed, maxSpeed); randomIndex = Random.Range(0, direction.Length); car.SetDirectionAhead(direction[randomIndex]); car.StartDrive(); } canSpawn = true; }
public void AddStack(IntelligenceCarSystem car) { carStack.Push(car); }