public void CreatingOneDing() { Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, checkRadius, checkLayers); if (colliders.Length > 0) { return; } int randomDing = Random.Range(0, _dingPerfab.Count); int randomSpawn = Random.Range(0, _dingSpawner.Count); GameObject ding = Instantiate(_dingPerfab[randomDing], _dingSpawner[randomSpawn].transform.position, Quaternion.identity); if (ding == null) { return; } DistoryThisAfterAWhile dis = ding.AddComponent <DistoryThisAfterAWhile>(); if (dis == null) { return; } dis.SetTime(120); }
public void CreateOneMonster() { if (_monsterPerfab != null) { int randomMonster = Random.Range(0, _monsterPerfab.Count); int randomSpawn = Random.Range(0, _monsterSpawner.Count); GameObject monsterObj = Instantiate(_monsterPerfab[randomMonster], _monsterSpawner[randomSpawn].transform.position, Quaternion.identity); if (monsterObj == null) { Debug.LogError("Create monster error"); } DistoryThisAfterAWhile dis = monsterObj.AddComponent <DistoryThisAfterAWhile>(); if (dis == null) { return; } dis.SetTime(180); } }