public void SpawnCoins(int coinsCount) { fdet = FindObjectOfType <FuncionDeTrayectoria>(); for (int i = 0; i < coinsCount; i++) { Instantiate(monedaGO, fdet.Trajectory(i), Quaternion.identity); } }
public IEnumerator Move() { isMoving = true; Vector3 nextPosition = fdet.Trajectory(positionIndex++); if (positionIndex > FuncionDeTrayectoria.maxIndex) { positionIndex = 0; } while (transform.position != nextPosition) { transform.position = Vector3.MoveTowards(transform.position, nextPosition, Time.deltaTime * velocidadDeGiro); yield return(new WaitForEndOfFrame()); } isMoving = false; }
// Start is called before the first frame update public void SpawnEnemies(int enemiesCount, float spawnOffset) { fdet = FindObjectOfType <FuncionDeTrayectoria>(); for (int i = 0; i < enemiesCount; i++) { Enemigo e = Instantiate(enemigoGO, fdet.Trajectory(i + 1, 0, true), Quaternion.identity).GetComponent <Enemigo>(); e.positionIndex = i + 2; } }
public void DrawOrbit() { FuncionDeTrayectoria fdet = FindObjectOfType <FuncionDeTrayectoria>(); lineRenderer = GetComponent <LineRenderer>(); lineRenderer.positionCount = resolucion + 1; for (int i = 0; i <= resolucion; i++) { lineRenderer.SetPosition(i, fdet.Trajectory(i)); } }
private void SpawnPlayer() { player = Instantiate(playerPrefab, fdet.Trajectory(0), Quaternion.identity); }