// Use this for initialization void Awake() { finalPos = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width * 0.50f, Screen.height * 0.15f)) + new Vector3(Util.worldNormalizedWidth * +0.23f + Random.Range(-0.2f, 0.2f), Random.Range(-0.1f, 0.1f), 10f); //finalPos = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width * 0.73f, Screen.height * 0.15f)) + new Vector3(Random.Range(-0.2f, 0.2f), Random.Range(-0.1f, 0.1f), 10f); transform.position = finalPos + new Vector3(0, -2.7f); finished = false; inPlace = false; spreading = false; failedSpread = false; introTimer = 0; gtm = Util.wm.gtm; wm = Util.wm; sr = GetComponent <SpriteRenderer>(); }
// Use this for initialization void Awake() { finalPos = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width * 0.50f, Screen.height * 0.15f)) + new Vector3(Util.worldNormalizedWidth * +0.23f + Random.Range(-0.2f, 0.2f), Random.Range(-0.1f, 0.1f), 10f); //finalPos = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width * 0.73f, Screen.height * 0.15f)) + new Vector3(Random.Range(-0.2f, 0.2f), Random.Range(-0.1f, 0.1f), 10f); transform.position = finalPos + new Vector3(0, -2.7f); finished = false; inPlace = false; spreading = false; failedSpread = false; introTimer = 0; gtm = Util.wm.gtm; wm = Util.wm; sr = GetComponent<SpriteRenderer>(); }