public GameObject generateCylinderWall(float z, ObstacleColor color) { GameObject cylinderWallInstance = Instantiate(cylindarWall) as GameObject; cylinderWallInstance.transform.position = new Vector3(cylinderWallInstance.transform.position.x, cylinderWallInstance.transform.position.y, getPatternZ(z)); SolidObstacleController obstacleController = cylinderWallInstance.GetComponent <SolidObstacleController>(); obstacleController.player = player; obstacleController.setColor(color); return(cylinderWallInstance); }
public GameObject generateCircleWall(float z, float distanceToWall, float radius, float angle, ObstacleColor color, float angularSpeed = 0) { GameObject circleWallInstance = Instantiate(circleWall) as GameObject; circleWallInstance.transform.localScale = new Vector3(circleWallInstance.transform.localScale.x * radius, circleWallInstance.transform.localScale.y, circleWallInstance.transform.localScale.z * radius); circleWallInstance.transform.Translate(Vector3.down * (1.5f - distanceToWall) * cylinderRadius); circleWallInstance.transform.position = new Vector3(circleWallInstance.transform.position.x, circleWallInstance.transform.position.y, getPatternZ(z)); circleWallInstance.transform.RotateAround(Vector3.zero, Vector3.forward, angle); SolidObstacleController obstacleController = circleWallInstance.GetComponent <SolidObstacleController>(); obstacleController.player = player; obstacleController.setColor(color); obstacleController.setAngularSpeed(angularSpeed); return(circleWallInstance); }