void CreateSmallerAsteroid(float radiusDivider) { GameObject smallerAsteroid = Instantiate(this.asteroidPrefab, transform.position, Quaternion.identity); AsteroidScript asteroidScript = smallerAsteroid.GetComponent <AsteroidScript>(); asteroidScript.Initialize(this.radius / radiusDivider); }
void SpawnAsteroid() { float asteroidX = 0.0f; float asteroidY = 0.0f; const int maximumTries = 10; for (int i = 0; i < maximumTries; i++) { asteroidX = Random.Range(-this.asteroidSpawnBoundBox.x, this.asteroidSpawnBoundBox.x); asteroidY = Random.Range(-this.asteroidSpawnBoundBox.y, this.asteroidSpawnBoundBox.y); if (Vector2.Distance(player.position, new Vector2(asteroidX, asteroidY)) > minimumDistanceToPlayer) { break; } } GameObject asteroid = Instantiate(asteroidPrefab, new Vector3(asteroidX, asteroidY, 0.0f), Quaternion.identity); AsteroidScript asteroidScript = asteroid.GetComponent <AsteroidScript>(); const float maxRadius = 5.0f; const float minRadius = 2.0f; float asteroidRadius = UnityEngine.Random.Range(minRadius, maxRadius); asteroidScript.Initialize(asteroidRadius); }