// Update is called once per frame void Update() { if (transform.position.y < generation_point.position.y) { distance_between = Random.Range(distance_between_min, distance_between_max); platform_Selector = Random.Range(0, the_object_pools.Length); //transform.position=new Vector3(0,transform.position.y+(platform_Widths[platform_Selector])/2+distance_between,0);undo transform.position = new Vector3(0, transform.position.y + 3.00f, transform.position.z); //Instantiate (/*the_platform*/ the_object_pools[platform_Selector],transform.position,transform.rotation); GameObject new_platform = the_object_pools[platform_Selector].Get_pooled_object(); new_platform.transform.position = transform.position; new_platform.transform.rotation = transform.rotation; new_platform.SetActive(true); if (Random.Range(0f, 100f) < random_coin_threshold) { the_cash_generator.spawn_cash(new Vector3(transform.position.x, transform.position.y + 3f, transform.position.z)); } if (Random.Range(0f, 100f) < random_ditch_threshold) { GameObject new_ditch = ditch_pool.Get_pooled_object(); float ditchx_position = Random.Range(-platform_Widths[platform_Selector] / 2 + 0.2f, platform_Widths[platform_Selector] / 2 - 0.2f); Vector3 ditch_position = new Vector3(ditchx_position, 0f, 0f); new_ditch.transform.position = transform.position + ditch_position; new_ditch.transform.rotation = transform.rotation; new_ditch.SetActive(true); } spawn(enemy_pool_car_1); spawn(enemy_pool_car_2); /*for(int i=0;i<enemy.Count;i++){ * life_loc=gameObject.GetComponent<Enemy_movement>().life; * if(life_loc<0.5){ * enemy[i].SetActive(false); * } * else if(life_loc>=0.5){ * enemy[i].SetActive(true); * } * } */ /*if(Random.Range(0f,100f)<random_enemy_threshold){ * GameObject new_enemy=enemy_pool.Get_pooled_object(); * float enemyx_position=Random.Range(-platform_Widths[platform_Selector]/2+0.2f,platform_Widths[platform_Selector]/2-0.2f); * Vector3 enemy_position=new Vector3(enemyx_position,0f,0f); * new_enemy.transform.position=transform.position+enemy_position; * new_enemy.transform.rotation=transform.rotation; * if(new_enemy.transform.position.z==0.8439228){ * new_enemy.SetActive(true); * } * * }*/ //transform.position=new Vector3(0,transform.position.y+(platform_Widths[platform_Selector])/2,0);undo transform.position = new Vector3(0, transform.position.y + 3.00f, transform.position.z); } }
public void spawn_cash(Vector3 start_position) { distance_between_cash_f = Random.Range(0, 5); distance_between_cash_s = Random.Range(0f, 0.9f); GameObject cash1 = cash_pool.Get_pooled_object(); cash1.transform.position = start_position; cash1.SetActive(true); GameObject cash2 = cash_pool.Get_pooled_object(); cash2.transform.position = new Vector3(start_position.x - distance_between_cash_s, start_position.y - distance_between_cash_f, 0.9f); cash2.SetActive(true); cash1.SetActive(false); GameObject cash3 = cash_pool.Get_pooled_object(); cash3.transform.position = new Vector3(start_position.x + distance_between_cash_s, start_position.y + distance_between_cash_f, 0.9f); cash3.SetActive(true); }
public bool spawn(Object_pool enemy_pool_car) { if (Random.Range(0f, 100f) < random_enemy_threshold) { GameObject new_enemy = enemy_pool_car.Get_pooled_object(); float enemyx_position = Random.Range(-platform_Widths[platform_Selector] / 2 + 0.2f, platform_Widths[platform_Selector] / 2 - 0.2f); Vector3 enemy_position = new Vector3(enemyx_position, 0f, 0f); new_enemy.transform.position = transform.position + enemy_position; new_enemy.transform.rotation = transform.rotation; new_enemy.SetActive(true); } return(true); }