// 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; } }
// 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); } }