void Update() { foreach (GameObject Log in Logs) { GameBoard.AI_Move(Log, v_log); // Move obj C with velocity of v if (Mathf.Abs(Log.transform.position.x) >= GameBoard.RespawnPoint) { GameBoard.RespawnObject(Log); } } foreach (GameObject Lily in Lilys) { if (AmountOfSinkingElements < MaxAmountOfSinkingElements) { AmountOfSinkingElements++; StartCoroutine(SinkingSequence(Lily)); } GameBoard.AI_Move(Lily, v_lily); // Move obj C with velocity of v if (Mathf.Abs(Lily.transform.position.x) >= GameBoard.RespawnPoint) { GameBoard.RespawnObject(Lily); } } }
void Update() { foreach (GameObject Car in Cars) { GameBoard.AI_Move(Car, v); // Move obj C with velocity of v if (Mathf.Abs(Car.transform.position.x) >= GameBoard.RespawnPoint) // if goes too far on the board { GameBoard.RespawnObject(Car); } } }
void Update() { foreach (GameObject Snake in Snakes) { GameBoard.AI_Move(Snake, v_snake); // Move obj C with velocity of v Snake.GetComponent <SpriteRenderer>().flipY = snakeflip; if (Mathf.Abs(Snake.transform.position.x) >= GameBoard.RespawnPoint) { GameBoard.RespawnObject(Snake); } } }