// Start is called before the first frame update void Start() { //Asteroids have a random position and velocity; asteroidPosition = transform.position; asteroidVelocity = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f)); spawner = GameObject.Find("GameManager").GetComponent <SpawnAsteroid>(); }
// Use this for initialization void Start() { instance = this; asteroidDataIndex = 0; xScale = TheCamera.ViewportToWorldPoint(new Vector3(1 - Settings.SHIP_SCREEN_PADDING, 0, Settings.CAMERA_DISTANCE_FROM_SHIP)).x; offsetX = (xScale * (Settings.ASTEROID_SPREAD - 1)) / 2.0f; offsetZ = -BackEndInterface2.positions[asteroidDataIndex].y + Settings.ASTEROID_START_DIFFERENCE; xScale *= Settings.ASTEROID_SPREAD; for (int i = 0; i < Settings.ASTEROIDS_ON_SCREEN; i++) { LoadNextAsteroid(); } }
// Use this for initialization void Awake() { _spawnAsteroid = GameObject.FindGameObjectWithTag("AsteroidControl").GetComponent <SpawnAsteroid>(); }
// Use this for initialization void Start() { instance = this; asteroidDataIndex = 0; xScale = TheCamera.ViewportToWorldPoint(new Vector3(1-Settings.SHIP_SCREEN_PADDING, 0, Settings.CAMERA_DISTANCE_FROM_SHIP)).x; offsetX = (xScale * (Settings.ASTEROID_SPREAD-1))/2.0f; offsetZ = -BackEndInterface2.positions[asteroidDataIndex].y + Settings.ASTEROID_START_DIFFERENCE; xScale *= Settings.ASTEROID_SPREAD; for (int i=0; i<Settings.ASTEROIDS_ON_SCREEN; i++) { LoadNextAsteroid(); } }