Esempio n. 1
0
        //if Obs is spawn we have to delay Item for 100point
        //if Item is spawn we have to delay obs for 100point too

        void Awake()
        {
            rootParent = new GameObject("Root");
            rootParent.transform.parent = transform;
            obsList      = new ItemCD[2];
            obsList[0]   = new ItemCD();
            obsList[1]   = new ItemCD();
            starItem     = new ItemCD();
            goldStarItem = new ItemCD();
            boosterItem  = new ItemCD();

            TurtleLvling lvling = Game4_LvlingStat.GetLvling();

            obsList[0].eventAction = SpawnObstructcle;
            obsList[1].eventAction = SpawnObstructcle;

            obsList[0].SetCooldown(Random.Range(0, lvling.ObstructcleLength * lvling.RandomNoise / 100.0f));
            obsList[1].SetCooldown(Random.Range(0, lvling.ObstructcleLength * lvling.RandomNoise / 100.0f));

            starItem.eventAction = SpawnStar;
            starItem.SetCooldown(Random.Range(0, lvling.StarLength * lvling.RandomNoise / 100.0f));

            goldStarItem.eventAction = SpawnGoldStar;
            goldStarItem.SetCooldown(Random.Range(lvling.GoldStarLength / 100.0f, lvling.GoldStarLength * lvling.RandomNoise / 100.0f));

            boosterItem.eventAction = SpawnBooster;
            boosterItem.SetCooldown(Random.Range(lvling.BoosterLength / 100.0f, lvling.BoosterLength * lvling.RandomNoise / 100.0f));
        }
Esempio n. 2
0
        void SpawnObstructcle(ItemCD item)
        {
            TurtleLvling lvling = Game4_LvlingStat.GetLvling();

            obsCount = lvling.ObstructcleNumber;
            //spawn Obstructcle

            GameObject obj = GameObject.Instantiate(ObstructPrefabs[Random.Range(0, ObstructPrefabs.Length)]) as GameObject;

            obj.SetActive(true);
            obj.transform.position = new Vector3(-1.25f + Random.Range(0, 3) * 1.25f, 6, 0);
            obj.transform.parent   = rootParent.transform;
            //Delayed other type cooldown
            starItem.Delayed(2.0f);
            goldStarItem.Delayed(4.0f);
            boosterItem.Delayed(2.0f);
            //reset item CD
            item.SetCooldown(Random.Range(lvling.ObstructcleLength / 100.0f, lvling.ObstructcleLength * lvling.RandomNoise / 100.0f));
        }
Esempio n. 3
0
        void SpawnStar(ItemCD item)
        {
            TurtleLvling lvling = Game4_LvlingStat.GetLvling();

            //spawn Star

            GameObject obj = GameObject.Instantiate(StarPrefabs) as GameObject;

            obj.SetActive(true);
            obj.transform.position = new Vector3(-1.25f + Random.Range(0, 3) * 1.25f, 6, 0);
            obj.transform.parent   = rootParent.transform;
            //Delayed other type cooldown]
            for (int i = 0; i < obsCount; i++)
            {
                obsList[i].Delayed(2.0f);
            }
            goldStarItem.Delayed(2.0f);
            boosterItem.Delayed(2.0f);
            //reset item CD
            item.SetCooldown(Random.Range(lvling.StarLength / 100.0f, lvling.StarLength * lvling.RandomNoise / 100.0f));
        }