public void Init() { obstacleEraser = this.gameObject.GetComponent <ObstacleEraser>(); obstacleMover = this.gameObject.GetComponent <ObstacleMover>(); obstacleEraser.Init(); obstacleMover.Init(); }
private void OnTriggerEnter2D(Collider2D other) { ObstacleMover mover = other.gameObject.GetComponent <ObstacleMover>(); if (mover == null) { return; } if (mover.bounceOnCollide) { mover.moveRight = !mover.moveRight; } else { Destroy(other.gameObject); } }
void SpawnJunkLine() { if (junkcounter == 0) { CancelInvoke("SpawnJunkLine"); GameObject spawnMe = checkmarkPrefab; spawnMe.GetComponent <ObstacleMover>().speed = speed; spawnMe.transform.position = transform.position; Instantiate(spawnMe); // Spawn the referee line here. return; } else { if (junkcounter == Mathf.FloorToInt(junkcounterMax / 2)) { GameObject spawnMe = invisPrefab; spawnMe.GetComponent <ObstacleMover>().speed = speed; spawnMe.transform.position = transform.position; Instantiate(spawnMe); } //Debug.Log("Spawning Junk Line"); int loseImp = Random.Range(0, 3); for (int i = 0; i < 3; i++) { // Get a random int int p = Random.Range(0, odict.obstacles.Count); // If it's a banano, set the object to be air instead if (odict.obstacles[p].banano) { p = 0; } if (i == loseImp && odict.obstacles[p].impenetrable) { p = 0; } // Generate the item if (p != 0) { GameObject tempSpawn = Instantiate(odict.obstacles[p].obj); ObstacleMover om = tempSpawn.GetComponent <ObstacleMover>(); om.speed = speed; float tmpX = 0; switch (i) { case 0: tmpX = -2.5f; break; case 1: break; case 2: tmpX = 2.5f; break; default: break; } tempSpawn.tag = "Obstacle"; tempSpawn.transform.position = transform.position; tempSpawn.transform.position = new Vector3(tmpX, transform.position.y, transform.position.z); } } junkcounter--; } }