// Use this for initialization void Start() { /*Obtengo instacion de los GameObject cube*/ cubeLeftIndicator = GameObject.FindGameObjectWithTag("cubeLeft"); cubeRightIndicator = GameObject.FindGameObjectWithTag("cubeRight"); /*I define the colors that will be used as indicators "indicatorOn" color to designate the exit of the ball * "IndicatorOff" Color to indicate the standby time */ indicatorOn = new Color(0.2f, 0.2f, 0.2f); indicatorOff = new Color(0, 1, 0); /*Inicio con ambos cubos con el color de espera*/ indicatorRight = indicatorOff; indicatorLeft = indicatorOff; gameM = GameObject.Find("GameManager").GetComponent <GameManagerAtrapalo>(); gameM.ballsAlive++; angle = (180 * gameM.level) / 6; calc = new GameAngles(angle, gameM.planeShootFront, gameM.planeShootLat); timeLaunch = gameM.launchTime; side = true; if (type == 3) { timeLaunch = timeLaunch / 2; } timeArrive = Time.time + timeLaunch; Vector3 pointIni = transform.position; flagArrive = false; //posNew = this.GetComponent<Rigidbody>(); }
// Use this for initialization void Start() { /*Initialize the canon vector to point the player*/ gameM = GameObject.Find("GameManager").GetComponent <GameManagerAtrapalo>(); gameM.ballsAlive++; angle = (180 * gameM.level) / 6; calc = new GameAngles(angle, gameM.planeShootFront, gameM.planeShootLat); timeLaunch = gameM.launchTime; side = true; if (type == 3) { timeLaunch = timeLaunch / 2; } timeArrive = Time.time + timeLaunch; Vector3 pointIni = transform.position; flagArrive = false; //posNew = this.GetComponent<Rigidbody>(); }
public void MakeThingToSpawn() { angle = (180 * gameM.level) / 6; calc = new GameAngles(angle, true, true); //Vector3 spawnPosition; /* * System.Random rnd = new System.Random(); * int sideNumber = rnd.Next(1); * if (sideNumber == 0) * { * side = true; * } * else * { * side = false; * }*/ int objectToSpawn = 0; string hand = ""; if (side) { Debug.Log("lado der"); shootPosition("ShoulderRight", "HandRight", "left"); side = false; objectToSpawn = 1; hand = "right"; } else { Debug.Log("lado izq"); shootPosition("ShoulderLeft", "HandLeft", "right"); side = true; objectToSpawn = 0; hand = "left"; } // get a random position between the specified ranges // spawnPosition.x = Random.Range (xMinRange, xMaxRange); //spawnPosition.y = Random.Range (yMinRange, yMaxRange); //spawnPosition.z = Random.Range (zMinRange, zMaxRange); // determine which object to spawn //int objectToSpawn = Random.Range(0, spawnObjects.Length); if (objectToSpawn == 0) { panelIzq.SetActive(true); panelDer.SetActive(false); leftLight.color = Color.green; rightLight.color = Color.red; } else { panelIzq.SetActive(false); panelDer.SetActive(true); leftLight.color = Color.red; rightLight.color = Color.green; } // actually spawn the game object GameObject spawnedObject = Instantiate(spawnObjects[objectToSpawn], pointFin, spawnObjects[objectToSpawn].transform.rotation) as GameObject; // make the parent the spawner so hierarchy doesn't get super messy spawnedObject.transform.parent = gameObject.transform; Debug.Log("Spawner: " + pointFin.ToString()); spawnedObject.GetComponent <TargetMover>().StartMoving(pointFin, flTime, upTime); spawnedObject.GetComponent <TargetBehavior>().SetHand(hand); }