public void SpawnObstacle(ObstacleEnum pos) { if (pos == ObstacleEnum.FAR_LEFT && farLeftObstacle == null) { farLeftObstacle = Instantiate(obstaclePrefab, transform); farLeftObstacle.transform.localPosition += new Vector3(-(obsOffset * 2), 0, 0); farLeftObstacle.transform.Rotate(0, 90, 0); } else if (pos == ObstacleEnum.LEFT && leftObstacle == null) { leftObstacle = Instantiate(obstaclePrefab, transform); leftObstacle.transform.localPosition += new Vector3(-obsOffset, 0, 0); leftObstacle.transform.Rotate(0, 90, 0); } else if (pos == ObstacleEnum.MIDDLE && middleObstacle == null) { middleObstacle = Instantiate(obstaclePrefab, transform); middleObstacle.transform.Rotate(0, 90, 0); } else if (pos == ObstacleEnum.RIGHT && rightObstacle == null) { rightObstacle = Instantiate(obstaclePrefab, transform); rightObstacle.transform.localPosition += new Vector3(obsOffset, 0, 0); rightObstacle.transform.Rotate(0, 90, 0); } else if (pos == ObstacleEnum.FAR_RIGHT && farRightObstacle == null) { farRightObstacle = Instantiate(obstaclePrefab, transform); farRightObstacle.transform.localPosition += new Vector3(obsOffset * 2, 0, 0); farRightObstacle.transform.Rotate(0, 90, 0); } }
void DetermineObstacle() { if (obstacleActive) return; obstacleTimer += GameTimer.Game_deltaTime; if (obstacleTimer >= GameInfo.ObstacleTime) { if (StartObstacleEvent != null) { obstacleActive = true; obstacleTimer = 0; int randomObstacle = Random.Range(0, ObstacleLength); CurrentObstacle = (ObstacleEnum)randomObstacle; StartObstacleEvent(); } } }