IEnumerator SpawnHouse() { int r = GetRandom(_previusH, HousePrefabs.Length - 1); _previusH = r; GameObject go = Instantiate(HousePrefabs[r], ObjectHolder.transform.position, Quaternion.identity, ObjectHolder); ObjectMovement_script om = go.GetComponent <ObjectMovement_script>(); om.Config(this); r = Random.Range(0, 2); r = (r == 0) ? -1: 1; go.transform.localScale = new Vector3(r, 1, 1); _objects.Add(go); float timer = Random.Range(HouseSpawnRate / 2, HouseSpawnRate * 1.25f); yield return(new WaitForSeconds(timer)); HouseCount++; CheckSpeed(); StartCoroutine(SpawnHouse()); }
IEnumerator SpawnObstcle() { float timer = Random.Range(ObjectSpawnRate / 2, ObjectSpawnRate * 2); yield return(new WaitForSeconds(timer)); int r = GetRandom(_previusO, ObstaclePrefabs.Length - 1); _previusO = r; Vector2 spawnPos = new Vector2(ObjectHolder.transform.position.x, Player.transform.position.y); GameObject go = Instantiate(ObstaclePrefabs[r], spawnPos, Quaternion.identity, ObjectHolder); ObjectMovement_script om = go.GetComponent <ObjectMovement_script>(); om.Config(this); _objects.Add(go); StartCoroutine(SpawnObstcle()); }