// Update is called once per frame void Update() { speed = ObstacleSpeed.getSpeed(); float tempY = myRB.velocity.y; myRB.velocity = new Vector2(speed, tempY); }
// Spawns an obstacle based on provided information from LevelController.cs public void SpawnObstacle(ObstacleSpeed obsSpeed) { // If the level has not reached the maximum number of obstacles and obstacles should be spawned if (currObs < maxObs && !obsSpeed.Equals(ObstacleSpeed.NULL)) { SpawnPointAndRotation(); obstacle.GetComponent <ObstacleBehavior>().rotX = rotX; obstacle.GetComponent <ObstacleBehavior>().rotY = rotY; obstacle.GetComponent <ObstacleBehavior>().rotZ = rotZ; SetSpeed(obsSpeed); Instantiate(obstacle, chosenSpawn, Quaternion.identity); currObs += 1; } }
void SetSpeed(ObstacleSpeed obsSpeed) { if (obsSpeed.Equals(ObstacleSpeed.Slow)) { speed = Random.Range(speedSlowMin, speedSlowMax); } if (obsSpeed.Equals(ObstacleSpeed.Fast)) { speed = Random.Range(speedFastMin, speedFastMax); } if (obsSpeed.Equals(ObstacleSpeed.Random)) { speed = Random.Range(speedSlowMin, speedFastMax); } }
void Restart() { Time.timeScale = 1.0f; ObstacleSpeed.setSpeed(DefValues.startSpeed); SceneManager.LoadScene(SceneManager.GetActiveScene().name); }
// Update is called once per frame void Update() { speed = ObstacleSpeed.getSpeed(); myRB.velocity = new Vector2(speed, 0); }
IEnumerator SpawnObstacle() { while (true) { yield return(new WaitForSeconds(Random.Range(spawnTime, spawnTime + 0.2f))); //decrease spawntime until maxspawntime is reached if (spawnTime > DefValues.maxSpawnTime) { spawnTime = spawnTime - DefValues.decreaseSpawnTime; } //increase overall obstaclespeed if max Speed isnt reached if (DefValues.maxSpeed < ObstacleSpeed.getSpeed()) { ObstacleSpeed.setSpeed(ObstacleSpeed.getSpeed() - DefValues.increaseSpeed); } //obstacle or item if (Random.value > 0.9f) { //spawn Item int itemNumber = (int)Random.Range(0.0f, (float)items.Length); SpawnItem(itemNumber); } else { //spawn Obstacle float random = Random.Range(0.0f, (float)obstacles.Length); switch ((int)random) { case 0: if (random > 0.6f) { SpawnChocolate(); } else { SpawnRock(); } break; case 1: SpawnRock(); break; case 2: SpawnBouncing(); break; case 3: //also SpawnBouncing because its on slot 4 of the obstacles (nneds a fix) SpawnRock(); break; default: Debug.LogError("No Obstacle with id " + (int)random); break; } } } yield return(null); }