private void BoundaryCheck(Boid boid) { if (boid.transform.position.y < yMin - buffer) { flock.Remove(boid); Destroy(boid.gameObject); CallBacks.IssueOnEnemyDied(); } }
private void SpawnWall() { gapSize = (boidsController.BoidsAlive * .5f); float s = UnityEngine.Random.Range(0, (xMax * 2) - gapSize); float r = (xMax * 2 - gapSize) - s; GameObject wall = new GameObject("Wall"); wall.transform.SetParent(transform); GameObject leftWall; GameObject rightWall; leftWall = Instantiate(levelPrefab, wall.transform); leftWall.transform.localScale = new Vector2(s, 1); leftWall.transform.position = new Vector2(xMin + (leftWall.GetComponent <BoxCollider2D>().bounds.size.x / 2), 0); leftWall.name = "A"; rightWall = Instantiate(levelPrefab, wall.transform); rightWall.transform.localScale = new Vector2(r, 1); rightWall.transform.position = new Vector2(xMax - (rightWall.GetComponent <BoxCollider2D>().bounds.size.x / 2), 0); rightWall.name = "B"; objectHeight = leftWall.GetComponent <BoxCollider2D>().bounds.size.y; wall.transform.position = new Vector2(0, yMax + objectHeight); walls.Add(wall); levelScore++; CallBacks.IssueOnSurvived(); //y = x / (x + 4) }