public void Update(float deltaTime) { Random random = Game1.Singleton.Random; currentTime += deltaTime; if (currentTime >= Interval) { if (MaxCount != currentCount) { NpcCar car = new NpcCar(); int rand = random.Next(0, 4); if (rand == 0) { car.CopyCat(CarGarage.Singleton.Get("Yellow")); } else if (rand == 1) { car.CopyCat(CarGarage.Singleton.Get("Bus_Blue")); } else if (rand == 2) { car.CopyCat(CarGarage.Singleton.Get("Bus_Green")); } car.Y = -300; Add(car); } currentTime = 0; } }
public void Update(float deltaTime) { Random random = Game1.Singleton.Random; currentTime += deltaTime; if (currentTime >= Interval) { if (MaxCount != currentCount) { NpcCar car = new NpcCar(); int rand = random.Next(0, 6); if (rand == 0 || rand == 2 || rand == 3) { car.CopyCat(CarGarage.Singleton.Get("Orange")); } else if (rand == 4) { car.CopyCat(CarGarage.Singleton.Get("Bus_Blue")); } else { car.CopyCat(CarGarage.Singleton.Get("Bus_Green")); } car.Y = -300; Add(car); } currentTime = 0; } if (npcs != null) { NpcCar[] arr = npcs.ToArray(); for (int i = 0; i < arr.Count(); i++) { for ( int j = 0; j < arr.Count(); j++) { if ( i != j ) { this.ParseCarsCollisionCheck(arr[i], arr[j], deltaTime); } } } } }