void Spawner() { int randomSpawnPosIndex = Random.Range(0, 4); //Probability for monster 1 to 20. obstacleRandomIndex = Random.Range(0, 20); int obstacleIndex; if (obstacleRandomIndex >= 1) { obstacleIndex = 0; } else { obstacleIndex = 1; } Instantiate(obstaclePrefab[obstacleIndex], ScreenUtility.GetRandomPos()[randomSpawnPosIndex], Quaternion.identity); }
public void PowerUpSpawner() { int randomIndex = Random.Range(0, 4); GameObject[] randomPowerUp = { shieldPowerUp, destroyAllPowerUp }; int powerUpIndex; int randomPowerUpIndex = Random.Range(0, 10); if (randomPowerUpIndex < 2) { powerUpIndex = 1; } else { powerUpIndex = 0; } if (Time.time > nextPowerUp) { float randomInterval = Random.Range(8, 54); nextPowerUp = Time.time + randomInterval; Instantiate(randomPowerUp[powerUpIndex], ScreenUtility.GetRandomPos()[randomIndex], Quaternion.identity); } }