private void UpdateObstacleTraits(MovingObstacle obstacle) { var spawn = groundGenerator.GetSpawnLocation(); var movingObstacle = obstacle.GetComponent <MovingObstacle>(); var pos = spawn.transform.position; //movingObstacle.transform.SetPositionAndRotation(spawn.transform.position, Quaternion.identity); //movingObstacle.gameObject.transform.position = spawn.transform.position; //movingObstacle.transform.position = new Vector3(0,0,0); movingObstacle.transform.position = pos; movingObstacle.Direction = spawn.DestinationDirection; //Debug.Log($"{movingObstacle.Direction} {movingObstacle.transform.position}"); movingObstacle.UpdateTraits(); }
void Update() { scoreText.GetComponent <Text>().text = "Score: " + score; highScoreText.GetComponent <Text>().text = "High Score: " + highScore; if (didCount == false && GetComponent <PlayerDeath>().dead == true) { StartCoroutine(scoreCounter()); didCount = true; } if (score >= 10 && score < 30) { player.GetComponent <PlayerMovement>().maxSpeed = 21; Debug.Log("increased max speed to 21"); } if (score >= 20 && score < 40) { foreach (GameObject MovingObstacle in movingObstacles) { MovingObstacle.GetComponent <ObstacleMovement>().moveSpeed = 4; } } if (score >= 30 && score < 50) { player.GetComponent <PlayerMovement>().maxSpeed = 22; } if (score >= 40 && score < 50) { foreach (GameObject MovingObstacle in movingObstacles) { MovingObstacle.GetComponent <ObstacleMovement>().moveSpeed = 6; } } if (score >= 50 && score < 70) { foreach (GameObject MovingObstacle in movingObstacles) { MovingObstacle.GetComponent <ObstacleMovement>().moveSpeed = 8; } } if (score >= 70) { player.GetComponent <PlayerMovement>().maxSpeed = 23; } }