private void SpawnAsteroid() { //TODO: Don't create an asteroid within the minimum radius of the player. float x = UnityEngine.Random.Range(0f, Config.instance.width); float y = UnityEngine.Random.Range(0f, Config.instance.height); context.CreateAsteroidRandomized(x, y, isBig: true); }
protected override void Execute(List <GameEntity> entities) { foreach (var e in entities) { var type = e.spawnEntityWhenDestroyed.entity; var pos = e.position; switch (type) { case EntityFactoryType.SmallAsteroid: for (int i = 0; i < e.spawnEntityWhenDestroyed.count; i++) { context.CreateAsteroidRandomized(pos.x, pos.y, isBig: false); } break; } } }