public void GetInfo(Transform activePool, Transform inActivePool, GameObject o, TidalWave tidal) { ultimateActive = activePool; ultimateInActive = inActivePool; owner = o; tidalWave = tidal; }
IEnumerator makewaves() { HUB.S.PlaySound("Siren", 1f); tidalWaveWarning.SetActive(true); EventIndicator.Panels.SetPanel(0); yield return(new WaitForSeconds(2f)); int rand = Random.Range(10, 20); HUB.S.PlaySound("TidalWaves", 1f); GameObject measurer = new GameObject(); measurer.transform.position = new Vector3(0, 0, 0); measurer.transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, Random.Range(0f, 360f))); measurer.transform.position += measurer.transform.up * 10f; print(measurer.transform.position); for (int c = 0; c < rand; ++c) { float rnjesus = Random.Range(-5f, 5f); Vector3 slammer = measurer.transform.position + measurer.transform.right * rnjesus; GameObject g = Instantiate(wave, new Vector3(slammer.x, slammer.y, 0f), transform.rotation) as GameObject; TidalWave tw = g.GetComponent <TidalWave>(); Vector3 dir = ((Vector3.zero + Vector3.up * Random.Range(-6f, 6f) + Vector3.right * Random.Range(-6f, 6f)) - g.transform.position); tw.direction = dir; g.GetComponent <Rigidbody2D>().velocity = dir * Random.Range(0.9f, 1.4f); float rot_z = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; g.transform.rotation = Quaternion.Euler(0f, 0f, rot_z - 90f); } Destroy(measurer); tidalWaveWarning.SetActive(false); }