public override void GenerateObstacles(Pipe pipe) { float angleStep = pipe.CurveAngle / pipe.CurveSegmentCount; for (int i = 0; i < pipe.CurveSegmentCount - 1; i++) { PipeObstacles obstacle = Instantiate <PipeObstacles>(ObstaclePrefabs[Random.Range(0, ObstaclePrefabs.Length)]); float pipeRotation = (Random.Range(0, pipe.pipeSegmentCount) + 0.5f) * 360f / pipe.pipeSegmentCount; obstacle.Position(pipe, i * angleStep, pipeRotation); } }
public override void GenerateObstacles(Pipe pipe) { float angleStep = pipe.CurveAngle / pipe.CurveSegmentCount; for (int i = 3; i < pipe.CurveSegmentCount; i++) { Arr = (Random.Range(0, 100) / 3) % 3; if (Arr == 0) { PipeObstacles obstacle = Instantiate <PipeObstacles>( ObstaclePrefabs[0]); float pipeRotation = (Random.Range(0, pipe.pipeSegmentCount) + 0.5f) * 360f / pipe.pipeSegmentCount; obstacle.Position(pipe, 3 * angleStep, pipeRotation); } else if (Arr == 1) { PipeObstacles obstacle = Instantiate <PipeObstacles>( ObstaclePrefabs[1]); float pipeRotation = (Random.Range(0, pipe.pipeSegmentCount) + 0.5f) * 360f / pipe.pipeSegmentCount; obstacle.Position(pipe, 2 * angleStep, pipeRotation); } else if (Arr == 3) { PipeObstacles obstacle = Instantiate <PipeObstacles>( ObstaclePrefabs[2]); float pipeRotation = (Random.Range(0, pipe.pipeSegmentCount) + 0.5f) * 360f / pipe.pipeSegmentCount; obstacle.Position(pipe, i * angleStep, pipeRotation); } } }