// Update is called once per frame public void throwParts(CarParts.partsList partsType) { GameObject partsThrown = junkPartsPool.pullObject(); SpriteRenderer sp = partsThrown.GetComponent <SpriteRenderer> (); sp.sprite = CarPartsSpriteArray [(int)partsType]; partsThrown.GetComponent <FlungPartsMovement>().throws(); AudioController.Play("SFX_PartsFlying"); }
void spawnObject() { float randChoice = Random.Range(0, 4); if (randChoice < 3 && rocksRow < maxRocksRow) { //Instantiate(rock, new Vector3(Random.Range(leftBoundaryX, rightBoundaryX), topScreenY, 0), Quaternion.identity); GameObject rock = rockPool.pullObject(); rock.transform.position = new Vector3(Random.Range(leftBoundaryX, rightBoundaryX), topScreenY, 0); rock.transform.rotation = Quaternion.identity; rocksRow++; } else { // GameObject npcCar = Instantiate(car, new Vector3(Random.Range(leftBoundaryX, rightBoundaryX), topScreenY, 0), Quaternion.identity); GameObject npcCar = carPool.pullObject(); npcCar.transform.position = new Vector3(Random.Range(leftBoundaryX, rightBoundaryX), topScreenY, 0); npcCar.transform.rotation = Quaternion.identity; npcCar.GetComponent <CarPartsSpawner>().explosion = explosion; rocksRow = 0; } }