void Start() { Physics2D.gravity = Vector3.zero; gd = GameObject.Find("Difficulty").GetComponent <StoreDifficulty>(); gv = GameObject.Find("GameVariables").GetComponent <GameVariables>(); switch (gd.gameDifficulty) { case 1: { numGold = 75; gv.horde = 75; break; } case 2: { numGold = 50; gv.horde = 50; break; } case 3: { numGold = 25; gv.horde = 25; break; } case 4: { numGold = 10; gv.horde = 10; break; } } for (int x = 0; x < numGold; x++) { randomNumberX = Random.Range(-5f, -4f); randomNumberY = Random.Range(-3f, 3f); gv.goldList.Add(gold); Instantiate(gold, new Vector3(randomNumberX, randomNumberY, 0), Quaternion.identity); } }
void Start() { Physics2D.gravity = Vector3.zero; gd = GameObject.Find("Difficulty").GetComponent<StoreDifficulty>(); gv = GameObject.Find("GameVariables").GetComponent<GameVariables>(); switch(gd.gameDifficulty) { case 1: { numGold = 75; gv.horde = 75; break; } case 2: { numGold = 50; gv.horde = 50; break; } case 3: { numGold = 25; gv.horde = 25; break; } case 4: { numGold = 10; gv.horde = 10; break; } } for(int x=0;x<numGold;x++) { randomNumberX = Random.Range(-5f,-4f); randomNumberY = Random.Range(-3f,3f); gv.goldList.Add(gold); Instantiate(gold,new Vector3(randomNumberX,randomNumberY,0),Quaternion.identity); } }
void Start() { gd = GameObject.Find("Difficulty").GetComponent <StoreDifficulty>(); }