void SpawnAtCorridor(CorridorSpawner corridorSpawner, int corridorID) { if (Random.Range(0.0f, 1.0f) < spawnChance) { Instantiate(spikes, corridorSpawner.CalculateCorridorPosition(corridorID), Quaternion.identity); } }
void SpawnAtCorridor(CorridorSpawner corridorSpawner, int corridorID) { --currentCorridorsPassedTarget; if (currentCorridorsPassedTarget <= 0) { currentCorridorsPassedTarget = Random.Range(minCorridorsPassed, maxCorridorsPassed); SpawnHeart(corridorSpawner.CalculateCorridorPosition(corridorID) + spawnOffset); } }
void Awake() { CorridorSpawner corridorSpawner = GetComponent <CorridorSpawner>(); for (int i = startAtCorridor; i <= corridorSpawner.corridorsToSpawn; i++) { SpawnAtCorridor(corridorSpawner, i); } }
void Awake() { currentCorridorsPassedTarget = Random.Range(minCorridorsPassed, maxCorridorsPassed); CorridorSpawner corridorSpawner = GetComponent <CorridorSpawner>(); for (int i = 0; i <= corridorSpawner.corridorsToSpawn; i++) { SpawnAtCorridor(corridorSpawner, i); } }
void SpawnAtCorridor(CorridorSpawner corridorSpawner, int corridorID) { if (Random.Range(0.0f, 1.0f) < spawnChance) { Debug.Log("Spawning flamethrower at " + corridorID); Vector3 position = corridorSpawner.CalculateCorridorPosition(corridorID) + offset; Quaternion rotation = Quaternion.identity; if (Random.Range(0.0f, 1.0f) < 0.5f) { // spawn on the right position += Vector3.right * (laneCount - 1); } else { // spawn on the left rotation.SetLookRotation(Vector3.back); } Flamethrower f = Instantiate(flamethrower, position, rotation); f.throwingFlames = Random.Range(0.0f, 1.0f) < 0.5f; } }
public void OnNextCorridorReached(CorridorSpawner corridorSpawner, int currentCorridorID, int lastCorridorID) { SpawnAtCorridor(corridorSpawner, lastCorridorID); }