void FixedUpdate() { bool hasSpawned; // instantiate a new Street segment if needed, and initialises its cells hasSpawned = lvl1StreetController.SpawnStreetIfNeeded(streetBudget, xCellNumber, totCellNum, baseCellValue); // destroy old street segments lvl1StreetController.DestroyStreetIfOld(); // move street segments float adjustedSpeed = streetSpeed * Time.deltaTime; lvl1StreetController.MoveStreets(adjustedSpeed); // spawn item //if (hasSpawned) //{ // obstaclesController.SpawnItems(streetBudget, lvl1StreetController.Streets[lvl1StreetController.Streets.Count - 1].Cells); //} //DEBUG spawn items w/ button if (dbSpawn) { obstaclesController.SpawnItems(streetBudget, lvl1StreetController.Streets[num].Cells); dbSpawn = false; } }
private void Awake() { // Initializing variables lvl1StreetController = new StreetController(maxStreets, streetPrefab); totCellNum = 2 * zCellNumber * xCellNumber; bool hasSpawned; do { hasSpawned = lvl1StreetController.SpawnStreetIfNeeded(streetBudget, xCellNumber, totCellNum, baseCellValue); } while (hasSpawned); obstaclesController = new ItemController("Obstacles"); }