// Update is called once per frame void Update() { if (transform.position.z - Player.transform.position.z < d.z) { float temph = Random.Range(minh, maxh); float tempd = Random.Range(mind, maxd); GameObject pt = pool.GetPlaform(); pt.transform.position = new Vector3(transform.position.x, transform.position.y + temph, transform.position.z + pt.GetComponentInChildren <Collider> ().bounds.size.z + tempd); GameObject ob = obs.GetObstacles(); int num = Random.Range(0, 3); float zmax = pt.transform.position.z; float zmin = zmax - pt.GetComponentInChildren <Collider> ().bounds.size.z; float xmax = pt.transform.position.x + pt.GetComponentInChildren <Collider> ().bounds.size.x / 2; float xmin = xmax - pt.GetComponentInChildren <Collider> ().bounds.size.x; float z = Random.Range(zmin + ob.GetComponentInChildren <Collider> ().bounds.size.z / 2, zmax - ob.GetComponentInChildren <Collider> ().bounds.size.z / 2); float x = Random.Range(xmin + ob.GetComponentInChildren <Collider> ().bounds.size.x / 2, xmax - ob.GetComponentInChildren <Collider> ().bounds.size.x / 2); ob.transform.position = new Vector3(x, pt.transform.position.y, z); transform.position = new Vector3(pt.transform.position.x, pt.transform.position.y, pt.transform.position.z); } }
// Update is called once per frame void Update() { if (transform.position.z - Player.transform.position.z < d.z) { //GameObject pt = Instantiate (p[Random.Range (0, p.Length)]); GameObject pt = pool.GetPlaform(); pt.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z + pt.GetComponentInChildren <Collider> ().bounds.size.z); transform.position = new Vector3(transform.position.x, pt.transform.position.y, transform.position.z + pt.GetComponentInChildren <Collider> ().bounds.size.z); } }