private void Start() { Physics2D.IgnoreLayerCollision(0, 5); Physics2D.IgnoreLayerCollision(1, 1); Physics2D.IgnoreLayerCollision(1, 4); Physics2D.IgnoreLayerCollision(4, 4); Physics2D.IgnoreLayerCollision(5, 5); Physics2D.IgnoreLayerCollision(4, 5); multiplierMaxTime = 90f - (playerPrefabs.Length * 5); for (int i = 0; i < 24; i++) { GameObject asteroids = Instantiate(asteroid, new Vector3(Random.Range(-30, 30), Random.Range(-35, 35), 0), Quaternion.Euler(0, 0, 0)); asteroids.transform.localScale *= Random.Range(0.1f, 6); } for (int i = 0; i < playerPrefabs.Length; i++) { eL = Instantiate(enemyL, new Vector3(Random.Range(-30, 30), Random.Range(-35, 35), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyL>(); eL.SetPlayer(players[i]); eL = Instantiate(enemyL, new Vector3(Random.Range(-30, 30), Random.Range(-35, 35), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyL>(); eL.SetPlayer(players[i]); } }
private void Update() { //Spawn Enemies if (Time.timeScale != 0) { if (asteroidTime == 110) { for (int i = 0; i < playerPrefabs.Length; i++) { GameObject asteroid1 = Instantiate(asteroid, new Vector3(Random.Range(-50, 50), Random.Range(47, 49), 0), Quaternion.Euler(0, 0, 0)); GameObject asteroid2 = Instantiate(asteroid, new Vector3(Random.Range(-50, 50), Random.Range(-47, -49), 0), Quaternion.Euler(0, 0, 0)); GameObject asteroid3 = Instantiate(asteroid, new Vector3(Random.Range(-55, -50), Random.Range(-47, 47), 0), Quaternion.Euler(0, 0, 0)); GameObject asteroid4 = Instantiate(asteroid, new Vector3(Random.Range(50, 55), Random.Range(-47, 47), 0), Quaternion.Euler(0, 0, 0)); Color color1 = new Color(255, 238, 2, 1.0f); Color color2 = new Color(255, 226, 3, 1.0f); Color color3 = new Color(203, 131, 7, 1.0f); Color color4 = new Color(217, 224, 21, 1.0f); asteroid1.transform.localScale *= Random.Range(0.1f, 6); SpriteRenderer sr = asteroid1.GetComponentInChildren <SpriteRenderer>(); sr.color = color1; asteroid2.transform.localScale *= Random.Range(0.1f, 6); SpriteRenderer sr2 = asteroid2.GetComponentInChildren <SpriteRenderer>(); sr2.color = color2; asteroid3.transform.localScale *= Random.Range(0.1f, 6); SpriteRenderer sr3 = asteroid3.GetComponentInChildren <SpriteRenderer>(); sr3.color = color3; asteroid4.transform.localScale *= Random.Range(0.1f, 6); SpriteRenderer sr4 = asteroid4.GetComponentInChildren <SpriteRenderer>(); sr4.color = color4; asteroidTime = 0; } } if (time % 340 / Mathf.Round(Time.time / 10) == 0) { for (int i = 0; i < playerPrefabs.Length; i++) { int r = Random.Range(0, 5); if (r == 1) { eL = Instantiate(enemyL, new Vector3(Random.Range(-35, 35), Random.Range(37, 39), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyL>(); } else if (r == 2) { eL = Instantiate(enemyL, new Vector3(Random.Range(-35, 35), Random.Range(-37, 39), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyL>(); } else if (r == 3) { eL = Instantiate(enemyL, new Vector3(Random.Range(35, 37), Random.Range(-37, 37), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyL>(); } else { eL = Instantiate(enemyL, new Vector3(Random.Range(-35, 37), Random.Range(-37, 37), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyL>(); } eL.SetPlayer(players[i]); } } if (time % 510 / Mathf.Round(Time.time / 10) == 0) { for (int i = 0; i < playerPrefabs.Length; i++) { int r = Random.Range(0, 5); if (r == 1) { eS = Instantiate(enemyS, new Vector3(Random.Range(-35, 35), Random.Range(37, 39), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyS>(); } else if (r == 2) { eS = Instantiate(enemyS, new Vector3(Random.Range(-35, 35), Random.Range(-37, 39), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyS>(); } else if (r == 3) { eS = Instantiate(enemyS, new Vector3(Random.Range(35, 37), Random.Range(-37, 37), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyS>(); } else { eS = Instantiate(enemyS, new Vector3(Random.Range(-35, 37), Random.Range(-37, 37), 0), Quaternion.Euler(0, 0, 0)).GetComponent <EnemyS>(); } eS.SetPlayer(players[i]); } } SpawnPlayers(); asteroidTime++; time++; } //GetScore GetMultiplierTime(); GetScore(); GetKillstreak(); SetStreakTime(); SetTimeText(); }