void Start() { //every call will advance the angle! SpawnPotion(myLootAngle.NextAngle()); SpawnPotion(myLootAngle.NextAngle()); SpawnPotion(myLootAngle.NextAngle()); SpawnPotion(myLootAngle.NextAngle()); }
void Start() { LootAngle myLootAngle = new LootAngle(45); SpawnHealthPotion(myLootAngle.NextAngle()); SpawnHealthPotion(myLootAngle.NextAngle()); SpawnHealthPotion(myLootAngle.NextAngle()); SpawnHealthPotion(myLootAngle.NextAngle()); }
void Start() { LootAngle lootAngle = new LootAngle(45); SpawnObject(angle: lootAngle.NextAngle(), radius: 3); SpawnObject(angle: lootAngle.NextAngle(), radius: 4); SpawnObject(angle: lootAngle.NextAngle(), radius: 5); SpawnObject(angle: lootAngle.NextAngle(), radius: 6); }
void Start() { spawnPosition = transform.position; LootAngle myLootAngle = new LootAngle(45); for (int i = 0; i < numberOfSpawns; i++) { SpawnPotion(myLootAngle.NextAngle(), 2.0f, 15.0f); } // Hide the spawner object MeshRenderer mr = GetComponent <MeshRenderer>(); mr.enabled = false; }