Trò chơi Halloween vui nhộn trong UNITY Engine
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- SpawnRings.cs
- RingScripts /
- Scripts /
- Assets /
- project /
1 using System.Collections;
2 using System.Collections.Generic;
3 using UnityEngine;
4
5 public class SpawnRings : MonoBehaviour {
6
7 public GameObject ring;
8 public Transform spawnPoint;
9
10 public int spawnCount;
11
12 public float spawnTime, waveTime, startTime;
13
14 private float min = -2f;
15 private float max = 2f;
16
17 void Start () {
18 StartCoroutine(Rings());
19 }
20
21 void Update () {
22
23 }
24
25 IEnumerator Rings() {
26 yield return new WaitForSeconds(startTime);
27 while (true)
28 {
29 for (int i = 0; i < spawnCount; i++)
30 {
31 transform.position = new Vector3(spawnPoint.position.x, Random.Range(min, max), spawnPoint.position.y);
32 Quaternion spawnRotation = Quaternion.identity;
33
34 Instantiate(ring, transform.position, spawnRotation);
35
36 yield return new WaitForSeconds(spawnTime);
37 }
38
39 yield return new WaitForSeconds(waveTime);
40 }
41 }
42 }
2 using System.Collections.Generic;
3 using UnityEngine;
4
5 public class SpawnRings : MonoBehaviour {
6
7 public GameObject ring;
8 public Transform spawnPoint;
9
10 public int spawnCount;
11
12 public float spawnTime, waveTime, startTime;
13
14 private float min = -2f;
15 private float max = 2f;
16
17 void Start () {
18 StartCoroutine(Rings());
19 }
20
21 void Update () {
22
23 }
24
25 IEnumerator Rings() {
26 yield return new WaitForSeconds(startTime);
27 while (true)
28 {
29 for (int i = 0; i < spawnCount; i++)
30 {
31 transform.position = new Vector3(spawnPoint.position.x, Random.Range(min, max), spawnPoint.position.y);
32 Quaternion spawnRotation = Quaternion.identity;
33
34 Instantiate(ring, transform.position, spawnRotation);
35
36 yield return new WaitForSeconds(spawnTime);
37 }
38
39 yield return new WaitForSeconds(waveTime);
40 }
41 }
42 }