Пример #1
0
 // Update is called once per frame
 void Update()
 {
     if (Time.time > nextShot)
     {
         nextShot += ShootTime;
         GameObject         a        = Instantiate(SeedPrefab, this.transform.position, new Quaternion(0f, 0f, 0f, 0f));
         ProjectileBehavoir behavoir = a.GetComponent(typeof(ProjectileBehavoir)) as ProjectileBehavoir;
         behavoir.rotation  = Random.Range(30f, 250f);
         behavoir.direction = this.transform.eulerAngles.z;
         behavoir.velocity  = 3f;
     }
 }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (active == 0)
        {
            return;
        }


        accelf = Mathf.Max(5 - Mathf.Floor((Time.time - timeadjust) / 10), 1);

        // Spawn bikes and cars
        if (Time.time > NextLDBike)
        {
            NextLDBike = Time.time + BikeInterval * (1 + Random.Range(0f, accelf));
            Instantiate(DownBikePrefab, LDBikeSpawn, new Quaternion(0f, 0f, 0f, 0f));
        }
        if (Time.time > NextLUBike)
        {
            NextLUBike = Time.time + BikeInterval * (1 + Random.Range(0f, accelf));
            Instantiate(UpBikePrefab, LUBikeSpawn, new Quaternion(0f, 0f, 0f, 0f));
        }
        if (Time.time > NextDCar)
        {
            NextDCar = Time.time + CarInterval * (1 + Random.Range(0f, accelf));
            Instantiate(DownCarPrefab, DCarSpawn, new Quaternion(0f, 0f, 0f, 0f));
        }
        if (Time.time > NextUCar)
        {
            NextUCar = Time.time + CarInterval * (1 + Random.Range(0f, accelf));
            Instantiate(UpCarPrefab, UCarSpawn, new Quaternion(0f, 0f, 0f, 0f));
        }
        if (Time.time > NextRDBike)
        {
            NextRDBike = Time.time + BikeInterval * (1 + Random.Range(0f, accelf));
            Instantiate(DownBikePrefab, RDBikeSpawn, new Quaternion(0f, 0f, 0f, 0f));
        }
        if (Time.time > NextRUBike)
        {
            NextRUBike = Time.time + BikeInterval * (1 + Random.Range(0f, accelf));
            Instantiate(UpBikePrefab, RUBikeSpawn, new Quaternion(0f, 0f, 0f, 0f));
        }

        // Soccerballs
        if (Time.time > NextSoccer)
        {
            NextSoccer = Time.time + SoccerInterval * Random.Range(0f, accelf);
            Vector3            Spawnpoint = ParkBorderGen();
            GameObject         a          = Instantiate(SoccerPrefab, Spawnpoint, new Quaternion(0f, 0f, 0f, 0f));
            ProjectileBehavoir behavoir   = a.GetComponent(typeof(ProjectileBehavoir)) as ProjectileBehavoir;
            behavoir.rotation  = Random.Range(30f, 250f);
            behavoir.direction = Random.Range(0f, 360f);
            a.transform.Rotate(0f, 0f, Random.Range(0f, 360f));
            behavoir.velocity = 3f;
        }
        if (Time.time > NextSoccerSprinkle)
        {
            NextSoccerSprinkle = Time.time + 3;
            Vector3            Spawnpoint = ParkBorderGen();
            GameObject         a          = Instantiate(SoccerPrefab, Spawnpoint, new Quaternion(0f, 0f, 0f, 0f));
            ProjectileBehavoir behavoir   = a.GetComponent(typeof(ProjectileBehavoir)) as ProjectileBehavoir;
            behavoir.rotation  = Random.Range(30f, 250f);
            behavoir.direction = Random.Range(0f, 360f);
            a.transform.Rotate(0f, 0f, Random.Range(0f, 360f));
            behavoir.velocity = 3f;
        }

        // Watermelons
        if (Time.time > NextWater)
        {
            NextWater = Time.time + WaterInterval * (1 + Random.Range(0f, accelf));
            Vector3            Spawnpoint = ParkBorderGen();
            GameObject         a          = Instantiate(WaterPrefab, Spawnpoint, new Quaternion(0f, 0f, 0f, 0f));
            ProjectileBehavoir behavoir   = a.GetComponent(typeof(ProjectileBehavoir)) as ProjectileBehavoir;
            behavoir.rotation  = Random.Range(30f, 250f);
            behavoir.direction = Random.Range(0f, 360f);
            a.transform.Rotate(0f, 0f, Random.Range(0f, 360f));
            behavoir.velocity = Random.Range(1f, 4f);
        }

        if (hoseSpawned == 0 && Scoreboard.catsReturned >= 3)
        {
            hoseSpawned = 1;
            Vector3 spawnPosition   = hoseSpawnLocation.transform.position;
            Vector2 spawnPosition2D = new Vector2(spawnPosition.x, spawnPosition.y);
            Instantiate(hosePrefab, spawnPosition2D, Quaternion.identity);
        }
    }