void CreateBlock(int obj_idx, int step_idx) { for (int i = 0; i < heightIndex; i++) { Vector3 blockPosition = CreateBlockRandomPosition(obj_idx, step_idx, i); int blockType = Random.Range(0, 99) % blockPrefab.Length; blockObjs[obj_idx].Add(Instantiate(blockPrefab[blockType], blockPosition, Quaternion.identity)); BlockNormal blockScript = blockObjs[obj_idx][i].GetComponent <BlockNormal>(); blockScript.playerRb = playerRb; blockScript.playerObjWithFlick = playerObjWithFlick; blockScript.score = score; blockScript.trajectory = trajectory; } }
public override GameObject[] CreateObjs(GameObject obj_previous_bg = null) { for (int i = 0; i < objs.Length; i++) { int blockType = Random.Range(0, 99) % objPrefabs.Length; objs[i] = Instantiate(objPrefabs[blockType], gameObject.transform); Vector3 position = CreateRandomPosition(i, obj_previous_bg); objs[i].transform.localPosition = position; BlockNormal block_script = objs[i].GetComponent <BlockNormal>(); block_script.SetPlayerInfo(player, playerRb); block_script.SetTrajectory(trajectory); block_script.SetScore(score); } return(objs); }