private void spawn() { float fXRelative = UnityEngine.Random.value; float fYRelative = UnityEngine.Random.value; float fX = (m_collider.bounds.max.x - m_collider.bounds.min.x) * fXRelative + m_collider.bounds.min.x; float fY = (m_collider.bounds.max.y - m_collider.bounds.min.y) * fYRelative + m_collider.bounds.min.y; Tripod tripod = m_tripodFactory.Create(); tripod.trans.position = new Vector3(fX, fY); m_fTimeTillNextSpawn = m_fSpawnRate; }
public void CollidedWith(Tripod _tripod) { m_sumo.increaseAmmo(); m_audioSourceCollect.Play(); _tripod.Destroy(); }