// Update is called once per frame void Update () { if(instantiated){ float temppos = instance.position.x + walkingspeed; instance.position = new Vector3(temppos, instance.position.y, instance.position.z); ////Debug.Log ("ska ha flyttat sig framåt här"); if(Mathf.Abs(spawnposition.x - instance.position.x)> pathlength){ Destroy(instance.gameObject); //Vet inte om detta duger //PrefabUtility.DisconnectPrefabInstance(prefab); instantiated = false; } if(Mathf.Abs(spawnposition.x - instance.position.x)> pathlength - 3){ hedvigani.startfadingaway(); } if(hedvigani.gone && hasplayedfade == false){ //musicRef.Enable(false);//HÄR SKA BAKGRUNDSMUSIKEN INTE SPELAS soundsource.clip = fadesound; soundsource.Play(); hasplayedfade = true; past = gameObject.GetComponent<Traveltothepast>(); past.timeTraveltoPast(); } } }
// Update is called once per frame void Update() { if (instantiated) { float temppos = instance.position.x + walkingspeed; instance.position = new Vector3(temppos, instance.position.y, instance.position.z); ////Debug.Log ("ska ha flyttat sig framåt här"); if (Mathf.Abs(spawnposition.x - instance.position.x) > pathlength) { Destroy(instance.gameObject); //Vet inte om detta duger //PrefabUtility.DisconnectPrefabInstance(prefab); instantiated = false; } if (Mathf.Abs(spawnposition.x - instance.position.x) > pathlength - 3) { hedvigani.startfadingaway(); } if (hedvigani.gone && hasplayedfade == false) { //musicRef.Enable(false);//HÄR SKA BAKGRUNDSMUSIKEN INTE SPELAS soundsource.clip = fadesound; soundsource.Play(); hasplayedfade = true; past = gameObject.GetComponent <Traveltothepast>(); past.timeTraveltoPast(); } } }