public void SpawnSlow() { GameObject obj = Instantiate(slow, new Vector3(0, 0, 0), Quaternion.identity); spawn = new SpawnSystemUnit { car = obj, carScript = obj.GetComponent <Car>() }; obj.GetComponent <SpawnPatienceUI>().SetCanvas(patienceCanvas); obj.SetActive(false); for (int i = 0; i < spawnSys.Count; i++) { spawnSys[i].AddToSlow(spawn); } }
public void SpawnMed() { GameObject obj1 = Instantiate((med1), new Vector3(0, 0, 0), Quaternion.identity); spawn = new SpawnSystemUnit { car = obj1, carScript = obj1.GetComponent <Car>() }; obj1.GetComponent <SpawnPatienceUI>().SetCanvas(patienceCanvas); obj1.SetActive(false); for (int i = 0; i < spawnSys.Count; i++) { spawnSys[i].AddToMed(spawn); } GameObject obj2 = Instantiate((med2), new Vector3(0, 0, 0), Quaternion.identity); spawn = new SpawnSystemUnit { car = obj2, carScript = obj2.GetComponent <Car>() }; obj2.GetComponent <SpawnPatienceUI>().SetCanvas(patienceCanvas); obj2.SetActive(false); for (int i = 0; i < spawnSys.Count; i++) { spawnSys[i].AddToMed(spawn); } GameObject obj3 = Instantiate((med3), new Vector3(0, 0, 0), Quaternion.identity); spawn = new SpawnSystemUnit { car = obj3, carScript = obj3.GetComponent <Car>() }; obj3.GetComponent <SpawnPatienceUI>().SetCanvas(patienceCanvas); obj3.SetActive(false); for (int i = 0; i < spawnSys.Count; i++) { spawnSys[i].AddToMed(spawn); } GameObject obj4 = Instantiate((med4), new Vector3(0, 0, 0), Quaternion.identity); spawn = new SpawnSystemUnit { car = obj4, carScript = obj4.GetComponent <Car>() }; obj4.GetComponent <SpawnPatienceUI>().SetCanvas(patienceCanvas); obj4.SetActive(false); for (int i = 0; i < spawnSys.Count; i++) { spawnSys[i].AddToMed(spawn); } }
public void AddToFast(SpawnSystemUnit vehicle) { fast.Add(vehicle); }
public void AddToMed(SpawnSystemUnit vehicle) { medium.Add(vehicle); }
public void AddToSlow(SpawnSystemUnit vehicle) { slow.Add(vehicle); }