// void ProduceSun() { // for (int i = 0; i < sunCount; ++i) { // GameObject newSun = Instantiate(sun); // newSun.GetComponent<SpriteRenderer>().sortingOrder = 10000; // newSun.transform.position = transform.position; ////float dis = StageMap.GRID_WIDTH; // //Vector3 offset = new Vector3(Random.Range(-dis, dis), Random.Range(-dis, dis), 0); //Vector3 offset = new Vector3(1, 2, 0); // JumpBy jump = newSun.AddComponent<JumpBy>(); // jump.offset = offset; //jump.height = 1;//Random.Range(0.3f, 0.6f); //jump.time = 1;Random.Range(0.4f, 0.6f); // jump.Begin(); // } // } // void ProduceSun() { // for (int i = 0; i < sunCount; ++i) { // GameObject newSun = Instantiate(sun); // newSun.GetComponent<SpriteRenderer>().sortingOrder = 10000; // newSun.transform.position = transform.position; ////float dis = StageMap.GRID_WIDTH; // //Vector3 offset = new Vector3(Random.Range(-dis, dis), Random.Range(-dis, dis), 0); //Vector3 offset = new Vector3(1, 2, 0); // JumpBy jump = newSun.AddComponent<JumpBy>(); // jump.offset = offset; //jump.height = 1;//Random.Range(0.3f, 0.6f); //jump.time = 1;Random.Range(0.4f, 0.6f); // jump.Begin(); // } // } void NProduceSun() { float x = grow.row; float y = grow.col; if (model.plantSunMap[(int)x, (int)y] == null) { for (int i = 0; i < sunCount; ++i) { Debug.Log("Aaa"); newSun = Instantiate(sun); newSun.GetComponent <SpriteRenderer>().sortingOrder = 10000; newSun.transform.position = transform.position; model.plantSunMap[(int)x, (int)y] = newSun; //float dis = StageMap.GRID_WIDTH; //Vector3 offset = new Vector3(Random.Range(-dis, dis), Random.Range(-dis, dis), 0); Vector3 offset = new Vector3( Random.Range(-0.2f, 0.2f), Random.Range(0.0f, 0.6f), 0); JumpBy jump = newSun.AddComponent <JumpBy>(); jump.offset = offset; jump.height = Random.Range(0.3f, 1.0f); jump.time = 1; jump.Begin(); } } }
void ProduceSun() { GameObject newSun = Instantiate(sun); newSun.GetComponent <SpriteRenderer>().sortingOrder = 10000; newSun.transform.position = transform.position; float dis = StageMap.GRID_WIDTH; Vector3 offset = new Vector3(Random.Range(-dis, dis), Random.Range(-dis, dis), 0); JumpBy jump = newSun.AddComponent <JumpBy>(); jump.offset = offset; jump.height = Random.Range(0.3f, 0.6f); jump.time = Random.Range(0.4f, 0.6f); jump.Begin(); }
void ProduceSun() { for (int i = 0; i < sunCount; i++) { GameObject newSun = Instantiate(sun); newSun.GetComponent <SpriteRenderer>().sortingOrder = 10000; newSun.transform.position = transform.position; float randomDis = Random.Range(-StageMap.GridWidth, StageMap.GridWidth); float offsetX = Mathf.Sign(randomDis) * 0.3f + randomDis; Vector3 offset = new Vector3(offsetX, 0, 0); JumpBy jump = newSun.AddComponent <JumpBy>(); jump.offset = offset; jump.height = Random.Range(0.3f, 0.6f); jump.time = Random.Range(0.4f, 0.6f); jump.Begin(); } }