private void Awake() { instance = this; latestField = startGenerationField; for (int i = 0; i < 3; i++) { pool[i] = new List <GameObject>(); } StartCoroutine(loadInPrefabs()); }
public void CreateNew(GameObject go) { var latestTransform = lastField.transform; var latestPos = latestTransform.position; go.transform.position = new Vector3(latestPos.x, latestPos.y, 0); var obs = go.GetComponent <MovingEnviroment>(); var startPos = obs.startTransform.position; var endPos = obs.endTransform.position; var z = latestPos.z + (lastField.endTransform.position.z - latestPos.z) + (go.transform.position.z - startPos.z); go.transform.position = new Vector3(latestPos.x, latestPos.y, z); lastField = go.GetComponent <MovingEnviroment>(); }
public void PlaceObstacle(GameObject go) { var latestTransform = latestField.transform; var latestPos = latestTransform.position; go.transform.position = new Vector3(latestPos.x, latestPos.y, 0); var obs = go.GetComponent <MovingEnviroment>(); var startPos = obs.startTransform.position; var endPos = obs.endTransform.position; var z = latestPos.z + (latestField.endTransform.position.z - latestPos.z) + (go.transform.position.z - startPos.z); go.transform.position = new Vector3(latestPos.x, latestPos.y, z); latestField = go.GetComponent <MovingEnviroment>(); go.SetActive(true); //Setup ObstacleVisibility for the current last obstacle ObstacleVisibility[] df = go.transform.GetComponentsInChildren <ObstacleVisibility>(); for (int i = 0; i < df.Length; i++) { df[i].enabled = true; } }