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| 1 | using System.Collections; | |
| 2 | using System.Collections.Generic; | |
| 3 | using UnityEngine; | |
| 4 | using UnityEngine.SceneManagement; | |
| 5 | ||
| 6 | public class SpawnAndDestroy : MonoBehaviour | |
| 7 | {
| |
| 8 | public Transform player; | |
| 9 | public GameObject[] obstacle; | |
| 10 | public GameObject[] trees; | |
| 11 | public GameObject clouds; | |
| 12 | public GameObject[] enemies; | |
| 13 | public GameObject[] enemiesMedium; | |
| 14 | public GameObject grounds; | |
| 15 | ||
| 16 | public float height; | |
| 17 | public float heightTrees; | |
| 18 | private float heightClouds; | |
| 19 | public float heightCloudsMin; | |
| 20 | public float heightCloudsMax; | |
| 21 | public float heightGrounds; | |
| 22 | public float heightGroundsMin; | |
| 23 | public float heightGroundsMax; | |
| 24 | ||
| 25 | public Vector2 vector; | |
| 26 | ||
| 27 | public float periodEnemy; | |
| 28 | public float AccelerateEnemy; | |
| 29 | public float periodEnemyMedium; | |
| 30 | public float AccelerateEnemyMedium; | |
| 31 | public float periodClouds; | |
| 32 | public float AccelerateClouds; | |
| 33 | public float periodTrees; | |
| 34 | public float AccelerateTrees; | |
| 35 | public float periodGrounds; | |
| 36 | public float AccelerateGrounds; | |
| 37 | ||
| 38 | private float TimerEnemy; | |
| 39 | private float TimerEnemyMedium; | |
| 40 | private float TimerClouds; | |
| 41 | private float TimerTrees; | |
| 42 | private float TimerGrounds; | |
| 43 | ||
| 44 | public float distanceEnemy; | |
| 45 | public float distanceEnemyMedium; | |
| 46 | public float distanceClouds; | |
| 47 | public float distanceTrees; | |
| 48 | public float distanceRandomTrees; | |
| 49 | public float distanceRandomEnemy; | |
| 50 | public float distanceGrounds; | |
| 51 | public float alive; | |
| 52 | ||
| 53 | private float addPos = 0f; | |
| 54 | ||
| 55 | public float Timer; | |
| 56 | ||
| 57 | public bool goMedium = false; | |
| 58 | ||
| 59 | ||
| 60 | void Medium() | |
| 61 | {
| |
| 62 | if(Time.time > Timer) | |
| 63 | {
| |
| 64 | goMedium = true; | |
| 65 | } | |
| 66 | ||
| 67 | } | |
| 68 | ||
| 69 | void Awake() | |
| 70 | {
| |
| 71 | ///START SPAWN/// | |
| 72 | for (int i = 0; i < 20; i++) | |
| 73 | {
| |
| 74 | heightClouds = Random.Range(heightCloudsMin, heightCloudsMax); | |
| 75 | GameObject clone = Instantiate(clouds, vector = new Vector2(Random.Range(10f, 70f), heightClouds), Quaternion.identity); | |
| 76 | Destroy(clone, 20); | |
| 77 | } | |
| 78 | ||
| 79 | for (int i = 0; i < 4; i++) | |
| 80 | {
| |
| 81 | distanceRandomTrees = Random.Range(0f, 2f); | |
| 82 | addPos += 10f; | |
| 83 | GameObject clone = Instantiate(trees[Random.Range(0,trees.Length)], vector = new Vector2(addPos + distanceRandomTrees, heightTrees), Quaternion.identity); | |
| 84 | Destroy(clone, 10); | |
| 85 | } | |
| 86 | for (int i = 0; i < 50; i++) | |
| 87 | {
| |
| 88 | GameObject clone = Instantiate(grounds, | |
| 89 | vector = new Vector2(Random.Range(10f,60f), heightGrounds = Random.Range(heightGroundsMin, heightGroundsMax)), Quaternion.identity); | |
| 90 | Destroy(clone, alive); | |
| 91 | } | |
| 92 | ///START SPAWN/// | |
| 93 | ||
| 94 | } | |
| 95 | ||
| 96 | ||
| 97 | void FixedUpdate() | |
| 98 | {
| |
| 99 | Medium(); | |
| 100 | ||
| 101 | ///Timers/// | |
| 102 | if (Time.time > TimerEnemy) | |
| 103 | {
| |
| 104 | if(alive > 3f) | |
| 105 | alive -= 0.05f; | |
| 106 | ||
| 107 | TimerEnemy += periodEnemy; | |
| 108 | ||
| 109 | if (periodEnemy > 1f) | |
| 110 | {
| |
| 111 | if(goMedium) | |
| 112 | AccelerateEnemy = AccelerateEnemy * 5f; | |
| 113 | ||
| 114 | ||
| 115 | periodEnemy += AccelerateEnemy; | |
| 116 | } | |
| 117 | SpawnEnemy(); | |
| 118 | distanceRandomEnemy = Random.Range(1f,5f); | |
| 119 | } | |
| 120 | ||
| 121 | if (Time.time > TimerEnemyMedium) | |
| 122 | {
| |
| 123 | if (alive > 3f) | |
| 124 | alive -= 0.05f; | |
| 125 | ||
| 126 | TimerEnemyMedium += periodEnemyMedium; | |
| 127 | ||
| 128 | if (periodEnemyMedium > 1f) | |
| 129 | periodEnemyMedium -= AccelerateEnemyMedium; | |
| 130 | if(goMedium) | |
| 131 | SpawnEnemyMedium(); | |
| 132 | ||
| 133 | distanceRandomEnemy = Random.Range(1f, 2f); | |
| 134 | } | |
| 135 | ||
| 136 | if (Time.time > TimerClouds) | |
| 137 | {
| |
| 138 | TimerClouds += periodClouds; | |
| 139 | ||
| 140 | if(periodClouds > 0.15f) | |
| 141 | periodClouds -= AccelerateClouds; | |
| 142 | ||
| 143 | SpawnClouds(); | |
| 144 | heightClouds = Random.Range(heightCloudsMin, heightCloudsMax); | |
| 145 | } | |
| 146 | ||
| 147 | if (Time.time > TimerTrees) | |
| 148 | {
| |
| 149 | TimerTrees += periodTrees; | |
| 150 | ||
| 151 | if(periodTrees > 0.15f) | |
| 152 | periodTrees -= AccelerateTrees; | |
| 153 | ||
| 154 | SpawnTrees(); | |
| 155 | distanceRandomTrees = Random.Range(0f,2f); | |
| 156 | } | |
| 157 | if (Time.time > TimerGrounds) | |
| 158 | {
| |
| 159 | TimerGrounds += periodGrounds; | |
| 160 | ||
| 161 | heightGrounds = Random.Range(heightGroundsMin, heightGroundsMax); | |
| 162 | if(periodGrounds > 0.01f) | |
| 163 | periodGrounds -= AccelerateGrounds; | |
| 164 | ||
| 165 | SpawnGrounds(); | |
| 166 | } | |
| 167 | ///Timers/// | |
| 168 | } | |
| 169 | ||
| 170 | ///SPAWNERS UPDATE/// | |
| 171 | public void SpawnEnemy() | |
| 172 | {
| |
| 173 | GameObject clone = Instantiate(enemies[Random.Range(0, enemies.Length)], | |
| 174 | vector = new Vector2(player.position.x + distanceEnemy + distanceRandomEnemy, height + Random.Range(0f, 0.3f)), Quaternion.identity); | |
| 175 | Destroy(clone, alive); | |
| 176 | ||
| 177 | } | |
| 178 | ||
| 179 | public void SpawnEnemyMedium() | |
| 180 | {
| |
| 181 | ||
| 182 | GameObject clone = Instantiate(enemiesMedium[Random.Range(0, enemiesMedium.Length)], | |
| 183 | vector = new Vector2(player.position.x + distanceEnemyMedium + distanceRandomEnemy, height + Random.Range(0f, 0.3f)), Quaternion.identity); | |
| 184 | Destroy(clone, alive); | |
| 185 | } | |
| 186 | ||
| 187 | public void SpawnClouds() | |
| 188 | {
| |
| 189 | GameObject clone = Instantiate(clouds, vector = new Vector2( | |
| 190 | player.position.x + distanceClouds, heightClouds), Quaternion.identity); | |
| 191 | Destroy(clone, alive * 3f); | |
| 192 | } | |
| 193 | ||
| 194 | public void SpawnTrees() | |
| 195 | {
| |
| 196 | GameObject clone = Instantiate(trees[Random.Range(0, trees.Length)], | |
| 197 | vector = new Vector2(player.position.x + distanceTrees + distanceRandomTrees, heightTrees), Quaternion.identity); | |
| 198 | Destroy(clone, alive); | |
| 199 | } | |
| 200 | ||
| 201 | public void SpawnGrounds() | |
| 202 | {
| |
| 203 | GameObject clone = Instantiate(grounds, | |
| 204 | vector = new Vector2(player.position.x + distanceGrounds, heightGrounds), Quaternion.identity); | |
| 205 | Destroy(clone, alive); | |
| 206 | } | |
| 207 | ///SPAWNERS UPDATE/// | |
| 208 | ||
| 209 | } | |
| 210 |