Наследование: MonoBehaviour
    void Update()
    {
        if (!ending_ && current_flowers_[current_flower_index_].IsBroken())
        {
            int          next_flower_index = (current_flower_index_ + 1) % maxFlowers;
            FlowerGrower current_flower    = current_flowers_[current_flower_index_];
            FlowerGrower next_flower       = current_flowers_[next_flower_index];

            current_flower.RemoveStump();
            if (next_flower != null && !next_flower.IsGrabbed())
            {
                next_flower.Die();
            }

            if (current_flower.IsStumpClear() && (next_flower == null || next_flower.IsDead()))
            {
                if (next_flower != null)
                {
                    Destroy(next_flower.gameObject);
                }
                FlowerGrower flower = Instantiate(flowerModels[next_flower_model_index_]) as FlowerGrower;
                current_flower_index_ = next_flower_index;
                current_flowers_[current_flower_index_] = flower;
                flower.gameObject.SetActive(true);
                next_flower_model_index_ = (next_flower_model_index_ + 1) % flowerModels.Length;
            }
        }
    }
Пример #2
0
    private void Update()
    {
        if (isTimer)
        {
            instanceTime += Time.deltaTime;
            if (instanceTime > dieTime)
            {
                fg        = GameObject.FindGameObjectWithTag("Flower").GetComponent <FlowerGrower>();
                flowerPos = fg.transform.position;
                fg.Die();
            }
        }

        if (fg && fg.IsDead())
        {
            GameObject[] currentFlowers = GameObject.FindGameObjectsWithTag("Flower");
            foreach (GameObject flower in currentFlowers)
            {
                Destroy(flower);
            }
            instanceTime = 0;
            isTimer      = false;
            Instantiate(flower, flowerPos, Quaternion.identity);
        }
    }
    void Start()
    {
        FlowerGrower flower = Instantiate(flowerModels[next_flower_model_index_]) as FlowerGrower;

        current_flowers_ = new FlowerGrower[maxFlowers];
        current_flowers_[current_flower_index_] = flower;

        flower.gameObject.SetActive(true);
        next_flower_model_index_ = (next_flower_model_index_ + 1) % flowerModels.Length;
    }