1 using UnityEngine;
2 using
System.Collections.Generic;
3
4 public
class GoldAddition : MonoBehaviour {
5
6     
private List<GameObject> coins;
7
8     
private float duration;
9     
10     
private int numberCoins1;
11     
private int numberCoins2;
12
13     
private float stateTime1;
14     
private float stateTime2;
15
16     
private float destX;
17     
private float destY;
18
19     
public void Start()
20     {
21         duration =
0.05f;
22         coins =
new List<GameObject>();
23         destX = -
2;
24         destY =
1.7f;
25     }
26
27     
//-2, 1.7
28
29     
public void addGold1(int gold)
30     {
31         numberCoins1 += gold;
32         
/*
33         
for (int i = 0; i < gold; i++)
34         {
35             addGold(
1.2f, 1.2f);
36         }
37          * */

38     }
39
40     
public void addGold2(int gold)
41     {
42         
/*
43         
for (int i = 0; i < gold; i++)
44         {
45             addGold(
1.2f, 0.6f);
46         }
47          * */

48         numberCoins2 += gold;
49     }
50
51     
public void Update()
52     {
53         
if (numberCoins1 > 0)
54         {
55             stateTime1 += Time.deltaTime;
56             
if (stateTime1 >= duration)
57             {
58                 addGold(
1.2f, 1.2f);
59                 numberCoins1--;
60             }
61         }
62
63         
if (numberCoins2 > 0)
64         {
65             stateTime2 += Time.deltaTime;
66             
if (stateTime2 >= duration)
67             {
68                 addGold(
1.2f, 0.6f);
69                 numberCoins2--;
70             }
71         }
72     }
73
74     
private void addGold(float x, float y)
75     {
76         GameObject gObject = (GameObject)Instantiate(Resources.Load<GameObject>(
"Add/Gold"));
77         gObject.transform.parent = gameObject.transform;
78         gObject.transform.localPosition =
new Vector3(x, y, 0);
79         coins.Add(gObject);
80
81         
int ra = Random.Range(0, 1);
82         
if (ra == 0)
83         {
//Tren
84             gObject.AddComponent<Bezier>().setBezier(
2f,
85                 
new Vector2(x, y),
86                 
new Vector2(x, y + Random.Range(0.1f, 1.5f)),
87                 
new Vector2(destX + Random.Range(0.1f, 1.5f), y + Random.Range(0.1f, 1.5f)),
88                 
new Vector2(destX, destY));
89         }
90         
else
91         {
//Duoi
92             gObject.AddComponent<Bezier>().setBezier(
2f,
93                 
new Vector2(x, y),
94                 
new Vector2(x, y - Random.Range(0.1f, 1.5f)),
95                 
new Vector2(destX + Random.Range(0.1f, 1.5f), y - Random.Range(0.1f, 1.5f)),
96                 
new Vector2(destX, destY));
97         }
98         Destroy(gObject,
2);
99     }
100 }


-2, 1.7

{Tren

{Duoi




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