void StartChunksFalling() { foreach (InsultChunk _child in _currentChunk.ChildInsults) { GameObject _fallingGO = (GameObject)Instantiate(fallingPrefab); FallingInsult _falling = _fallingGO.GetComponent <FallingInsult>(); _child.AssignValues(_falling); AssignLocation(_falling); } }
void AssignLocation(FallingInsult _fallInsult) { int _rand = Random.Range(0, _availableSlots.Count); _insults [_availableSlots[_rand]] = _fallInsult; float _screenUnit = Screen.width / 8; _fallInsult.transform.SetParent(canvas.transform, false); _fallInsult.transform.position = new Vector3(_screenUnit * (_availableSlots[_rand] + 1), Screen.height, 0); _fallInsult.SetText(_letters [_availableSlots [_rand]]); _availableSlots.Remove(_availableSlots[_rand]); }
public void AssignValues(FallingInsult _falling) { _falling.SetValues(damageRange, onScreenTime, maxDamage, isMultiplier, delayMax, this); }