void Spawn() { if (spawnedAmount < SpawnAmount) { Vector2 position = transform.position + transform.right * Random.Range(PositionVariation.x, PositionVariation.y); float radius = Random.Range(SizeVariation.x, SizeVariation.y); float density = Random.Range(DensityVariation.x, DensityVariation.y); Transform trans = Instantiate(CirclePrefab); trans.position = position; PhysSphereCollider2D coll = trans.GetComponent <PhysSphereCollider2D>(); coll.Radius = radius; PhysRigidbody rigid = trans.GetComponent <PhysRigidbody>(); rigid.Density = density; spawnedAmount++; } }
void Spawn() { if (spawnedAmount < SpawnAmount) { Vector2 position = transform.position + transform.right * Random.Range(PositionVariation.x, PositionVariation.y); float radius = Random.Range(SizeVariation.x, SizeVariation.y); float density = Random.Range(DensityVariation.x, DensityVariation.y); int index = Random.Range(0, ObjectPrefabs.Count); float rot = Random.Range(RotationVariation.x, RotationVariation.y); Transform trans = Instantiate(ObjectPrefabs[index]); trans.position = position; trans.localScale *= radius; trans.rotation *= Quaternion.Euler(0f, 0f, rot); PhysRigidbody rigid = trans.GetComponent <PhysRigidbody>(); rigid.Density = density; spawnedAmount++; } }