private GameObject padGreen(Vector3 padPosition) { GameObject padGreen = Instantiate(level, padPosition, Quaternion.identity); padGreen.GetComponent <SpriteRenderer>().sprite = greenPadSprite; padGreen.GetComponent <JumpPad>().Type = JumpPadType.Green; padGreen.GetComponent <JumpPad>().SetSpring(false); padGreen.GetComponent <JumpPad>().SetRocket(false); switch (collectibleType) { case PadObjectType.SPRING: padGreen.GetComponent <JumpPad>().SetSpring(true); padGreen.GetComponent <JumpPad>().SetRocket(false); break; case PadObjectType.ROCKET: padGreen.GetComponent <JumpPad>().SetSpring(false); padGreen.GetComponent <JumpPad>().SetRocket(true); break; } collectibleType = PadObjectType.NONE; return(padGreen); }
public GameObject GenerateJumpPad(Vector3 lastPadPosition) { level = jumpPad; count++; collectibleType = PadObjectType.NONE; Vector3 spawnPosition = Vector3.zero; int randCollectible = Random.Range(1, 10); spawnPosition.x = Random.Range(-2.5f, 2.5f); spawnPosition.y = Random.Range(lastPadPosition.y + 0.5f, lastPadPosition.y + 2f); if (count % 3 == 0) { int randomObject = Random.Range(1, 12); switch (randomObject) { case 3: collectibleType = PadObjectType.SPRING; break; case 5: collectibleType = PadObjectType.ROCKET; break; } } switch (randCollectible) { case 3: level = padBrown(spawnPosition); break; case 7: level = padBlue(spawnPosition); break; default: level = padGreen(spawnPosition); break; } level.name = "JumpPad"; level.GetComponent <JumpPad>().JumpPadIndex = count; level.SetActive(true); return(level); }