示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (nextBelt == null || nextBelt.startMarker == null)
        {
            return;
        }

        Transform endMarker = nextBelt.startMarker;

        foreach (Bear bear in bears)
        {
            float speedModifier = GameManager.instance.speedFactor;
            bear.transform.position = Vector3.MoveTowards(bear.transform.position, endMarker.position, speed * speedModifier * Time.deltaTime);
        }

        foreach (Bear bear in bears)
        {
            if (Vector3.Distance(bear.transform.position, endMarker.position) < 0.001f && nextBelt.IsRoomOnBelt())
            {
                RemoveBear(bear);
                nextBelt.AddToBelt(bear);
                break;                 // TODO: shame
            }
        }
    }
示例#2
0
    // Update is called once per frame
    void CreateBear()
    {
        if (numCreated == numToBeCreated)
        {
            return;
        }

        numCreated++;

        GameObject newBear = Instantiate(bearPrefab);

        belt.AddToBelt(newBear.GetComponent <Bear>());

        //if (Random.value < GameManager.instance.percentageOfBearsWithParts)
        if (recycled[numCreated - 1])
        {
            AddRandomFeaturesToBear(newBear.GetComponent <Bear>());
        }

        GetComponent <AudioSource>().Play();
    }
    // Update is called once per frame
    void CreateBear()
    {
        GameObject newBear = Instantiate(bearPrefab);

        belt.AddToBelt(newBear.GetComponent <Bear>());
    }