IEnumerator EnergyTimer(float interval, int genSpeed, int maxEng, int startEng) { Vector3 lastObjPos = Vector3.zero; while (true) { if (engObjPool.Count() < maxEng) { enegPool = GenerateEnergy(enegPool, genSpeed); GameObject newEnergy = GenEngeryObj(energy); engObjPool.Add(newEnergy); if (engObjPool.Count() == 1) { newEnergy.transform.position = energyBar.transform.position + new Vector3(engBarSprite.bounds.size.x / 2 - 1.3f, 0); if (currentSec != Section.Eng) { newEnergy.transform.position = newEnergy.transform.position + new Vector3(15, 0); } lastObjPos = newEnergy.transform.position; } else { newEnergy.transform.position = energyBar.transform.position + new Vector3(engBarSprite.bounds.size.x / 2 - 1.3f, 0) - (new Vector3(.5f, 0f) * (engObjPool.Count() - 1)); if (currentSec != Section.Eng) { newEnergy.transform.position = newEnergy.transform.position + new Vector3(15, 0); } } } yield return(new WaitForSeconds(interval)); } }
public void AddEnergy(GameObject engObj) { engPool.Add(engObj); if (engPool.Count() == 1) { engObj.transform.position = transform.position + new Vector3(sprite.bounds.size.x / 2 - 1.3f, 0); } else { engObj.transform.position = transform.position + new Vector3(sprite.bounds.size.x / 2 - 1.3f, 0) - new Vector3(.5f, 0f) * (engPool.Count() - 1f); } }
public IEnumerator CheckForDamage(float maxTime, float minTime, EngPool pool) { while (!gameOver && pool.Count() == 0) { float newRadTime = Random.Range(minTime, maxTime); yield return(new WaitForSeconds(newRadTime)); if (pool.Count() == 0 && !gameOver) { TakeDamage(); sndCon.PlayExplosion(); } } }