public void BuildObject() { Scene currentScene = SceneManager.GetActiveScene(); if (currentScene.name == "GameScene" || currentScene.name == "GameScene_ai") { GameManager._i.counterInc(); } Vector3 pos = new Vector3(Random.Range(col.bounds.min.x, col.bounds.max.x), transform.position.y, Random.Range(col.bounds.min.z, col.bounds.max.z)); GameObject newObj = gameObject; newObj = Instantiate(models[Random.Range(0, models.Length)], pos, transform.rotation); // Only convert BAD props to enemies if (newObj.tag == "BAD") { if (Random.Range(0, ENEMY_CHANCE_RECIPROCAL) == 0) { // Attach enemy script newObj.AddComponent <Enemy2>(); Debug.Log("Enemy spawned!"); } } // Set Colour Chute.col_ids colour = (Chute.col_ids)Random.Range(0, 6); // int rand is maximally exclusive newObj.GetComponent <Renderer>().material.color = Chute.getColour(colour); // Add wrapper if requested if (newObj.tag == "GOOD" && WRAPPED_CHANCE_RECIPROCAL >= 0) { if (Random.Range(0, WRAPPED_CHANCE_RECIPROCAL) == 0) { newObj.AddComponent <WrappingHandler>(); //newObj.GetComponent<WrappingHandler>().SetColour(colour); } } // Attach Audio Effects newObj.AddComponent <FMODUnity.StudioEventEmitter>(); var tmp = newObj.GetComponent <FMODUnity.StudioEventEmitter>(); tmp.Event = eventEmitter.Event; tmp.CollisionTag = eventEmitter.CollisionTag; tmp.PlayEvent = eventEmitter.PlayEvent; }
public static ClientChute Client(this Chute obj) { return((ClientChute)obj); }
public Level(Chute chute, Obstacle obstacle, Curve difficulty) { _chute = chute; _obstacle = obstacle; _difficulty = difficulty; }
// Use this for initialization void Start() { chute = GetComponent <Chute>(); needNewSpawn = true; }