void Awake() { m_currentEvent = (eventList) ( 1 << (UnityEngine.Random.Range(1, Enum.GetValues(typeof(eventList)).Length))); m_OnEvent = false; eventCooldowns = new float[] { 5,10, 6 }; // eventDurations = new float [ Enum.GetValues(typeof(eventList)).Length]; //for (int i = 0 ; i < eventDurations.Length;i++) // eventDurations[i] = 3.0f; }
void OnEventOver() { audio.Stop (); //Debug.Log ("ONEVENTOVER"); Destroy(currentEventGO); m_OnEvent = false; timeBetweenEvents = eventCooldowns [ UnityEngine.Random.Range(0,eventCooldowns.Length) ]; m_currentEvent = (eventList) ( 1 << (UnityEngine.Random.Range(1, Enum.GetValues(typeof(eventList)).Length))); // Debug.Log("Next event will be"+ m_currentEvent + " and it will start in :"+ timeBetweenEvents); lastSpawnTime = 0f; }