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- public class AirplaneMover : MonoBehaviour
- {
- [SerializeField] private float _speed;
- private Transform _transform;
- private void Awake()
- {
- _transform = transform;
- }
- void Update()
- {
- _transform.position += Vector3.forward * _speed * Time.deltaTime;
- }
- }
- //-------------------------------------------------------------------------------------------------------
- public class Dropper : MonoBehaviour
- {
- [SerializeField] private GameObject _droppedObject;
- [SerializeField] private Transform _dropPoint;
- [Range(50, 500)]
- [SerializeField] private float _dropPower = 400;
- [Range(.2f, 20)]
- [SerializeField] private float _dropDelay = 1f;
- private float _time;
- private void Start()
- {
- _time = 0;
- }
- private void Update()
- {
- _time += Time.deltaTime;
- if (_time >= _dropDelay)
- {
- Drop();
- _time = 0;
- }
- }
- private void Drop()
- {
- Vector3 force = new Vector3(Random.Range(-0.25f, 0.25f), 0, 1f) * _dropPower;
- GameObject droppedItem = Instantiate(_droppedObject, _dropPoint.position, Quaternion.identity);
- droppedItem.GetComponent<Rigidbody>().AddForce(force);
- }
- }
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