void Start() { contarTempo = false; type = ColliderCollisionType.COLL_TYPE.NENHUM; coins = 20; moedasADropar = 5; UpdateText(); }
void Update() { switch (type) { case ColliderCollisionType.COLL_TYPE.DOMINANTE: type = ColliderCollisionType.COLL_TYPE.NENHUM; break; case ColliderCollisionType.COLL_TYPE.RECESSIVO: if (coins > 0 && coinsContador < moedasADropar) { coins--; coinsContador++; GameObject go = (GameObject)Instantiate(coinPrefab, new Vector3(transform.position.x + Random.Range(-3, 3), transform.position.y + 3, transform.position.z + Random.Range(-3, 3)), Quaternion.identity); go.GetComponent<Rigidbody>().AddExplosionForce(6, go.transform.position, 100, 10, ForceMode.Impulse); //go.GetComponent<Rigidbody>().AddForce(Vector3.up * 10, ForceMode.Force); MuzzleyManager.Instance.coins.Add(go); UpdateText(); } if (coinsContador >= moedasADropar) { coinsContador = 0; type = ColliderCollisionType.COLL_TYPE.NENHUM; } break; } if (contarTempo) { time += Time.deltaTime; } if (time >= 1) { time = 0; contarTempo = false; } }