private void UpdateSpawnRate(float gameTime, SpawnerTimeRate[] spawner_list) { bool new_event = false; for (var i = 1; i < spawner_list.Length; i++) { var spawn_event = spawner_list[i]; if (spawn_event.startTime < gameTime && spawn_event.startTime > current_spawn_time_rate.startTime) { current_spawn_time_rate = spawn_event; new_event = true; } } if (new_event) { SetRate(current_spawn_time_rate.spawn_rate, current_spawn_time_rate.spawn_count); print(debug_name + " new rate assigned: " + current_spawn_time_rate.spawn_rate + " " + current_spawn_time_rate.spawn_count); } }
void Start() { current_spawn_time_rate = spawn_times[0]; SetRate(current_spawn_time_rate.spawn_rate, current_spawn_time_rate.spawn_count); elapsed_time = 0; }