GameObjectPool asteroidObjectPool; //Shouldn't be here... since it's already used in the AsteroidFactory... // maybe have a separate class responsible for the pool ? private void EnableLargeAsteroids(int ammount) { DisableAllAsteroids(); for (int i = 0; i < ammount; i++) { GameObject asteroid = asteroidFactory.GetLargeAsteroid(); asteroid.transform.position = ScreenSpaceUtility.GetRandomLocationInWorldSpace(); asteroid.SetActive(true); AddForceInRandomDirectionRelativeToSize(asteroid.GetComponent <Rigidbody2D>()); } }
void SetRandomStartingLocation() //might wanna move it to ScreenSpaceUtility.cs ??? { float randomVerticalLocation = Random.Range(halfWidth, Screen.height - halfWidth); bool leftside = (Random.value > 0.5f); if (leftside) { Vector3 leftScreenLocation = ScreenSpaceUtility.ConvertScreenSpaceToWorldSpace(halfWidth, randomVerticalLocation); transform.position = leftScreenLocation; } else { Vector3 rightScreenLodation = ScreenSpaceUtility.ConvertScreenSpaceToWorldSpace(Screen.width - halfWidth, randomVerticalLocation); transform.position = rightScreenLodation; } }
private void TeleportToRandomLocation() { rigidBody.position = ScreenSpaceUtility.GetRandomLocationInWorldSpace(); }