public void Update() { if (Game3Global.GetGameState() == GameState.GS_PLAY) { //countdown Timer if (parashootCount > 0) { timer -= Time.deltaTime; if (timer <= 0) { timer += Random.Range(lvling.minParashootLength, lvling.maxParashootLength); float randPos = Random.Range(-2.0f, 2.0f); Vector2 spawnPos = parentObj.transform.position; spawnPos.x += randPos; //spawn Parashoot GameObject obj = GameObject.Instantiate(Game3Global.pGlobal.ParashootPrefabs) as GameObject; obj.transform.position = spawnPos; obj.transform.parent = parentObj.transform; Parashoot pComp = obj.GetComponent <Parashoot>(); //random Att ParashootType ran = (ParashootType)Random.Range(0, lvling.CatagoryCount + 1); float parashootSpeed = Random.Range(lvling.minParashootSpeed, lvling.maxParashootSpeed); pComp.SetParentWave(this); pComp.SetParashoot(ran); pComp.SetSpeed(parashootSpeed); parashootCount--; } } } // if (parashootCount <= 0) // { // Destroy (gameObject); // } }
public void DetachParashoot(ParashootType _type) { type = _type; Game3Global.pGlobal.AddGameplayObject(gameObject); gameObject.AddComponent <Rigidbody2D>(); GetComponent <Collider2D>().enabled = true; IsDetach = true; }
public void SetParashoot(ParashootType _type) { type = _type; switch (type) { case ParashootType.PARA_DRUG: { int idx = Random.Range(0, Game3Global.pGlobal.parashootObjectList[0].spriteList.Length); Sprite pSymbol = Game3Global.pGlobal.parashootSymbolDrug; Sprite pObject = Game3Global.pGlobal.parashootObjectList[0].spriteList[idx]; //set object sprite ParashootSymbol.sprite = pSymbol; parashootObject.setObjectSprite(pObject); } break; case ParashootType.PARA_FOOD: { int idx = Random.Range(0, Game3Global.pGlobal.parashootObjectList[1].spriteList.Length); Sprite pSymbol = Game3Global.pGlobal.parashootSymbolFood; Sprite pObject = Game3Global.pGlobal.parashootObjectList[1].spriteList[idx]; //set object sprite ParashootSymbol.sprite = pSymbol; parashootObject.setObjectSprite(pObject); } break; case ParashootType.PARA_LIP: { int idx = Random.Range(0, Game3Global.pGlobal.parashootObjectList[2].spriteList.Length); Sprite pSymbol = Game3Global.pGlobal.parashootSymbolLip; Sprite pObject = Game3Global.pGlobal.parashootObjectList[2].spriteList[idx]; //set object sprite ParashootSymbol.sprite = pSymbol; parashootObject.setObjectSprite(pObject); } break; case ParashootType.PARA_MED: { int idx = Random.Range(0, Game3Global.pGlobal.parashootObjectList[3].spriteList.Length); Sprite pSymbol = Game3Global.pGlobal.parashootSymbolMedic; Sprite pObject = Game3Global.pGlobal.parashootObjectList[3].spriteList[idx]; //set object sprite ParashootSymbol.sprite = pSymbol; parashootObject.setObjectSprite(pObject); } break; case ParashootType.PARA_POISON: { int idx = Random.Range(0, Game3Global.pGlobal.parashootObjectList[4].spriteList.Length); Sprite pSymbol = Game3Global.pGlobal.parashootSymbolPoison; Sprite pObject = Game3Global.pGlobal.parashootObjectList[4].spriteList[idx]; //set object sprite ParashootSymbol.sprite = pSymbol; parashootObject.setObjectSprite(pObject); } break; case ParashootType.PARA_OTHER: { int idx = Random.Range(0, Game3Global.pGlobal.parashootObjectList[5].spriteList.Length); Sprite pObject = Game3Global.pGlobal.parashootObjectList[5].spriteList[idx]; //set object sprite ParashootSymbol.gameObject.SetActive(false); parashootObject.setObjectSprite(pObject); } break; } }