Actually started using the valid spawn function call to make sure nothing spawned on/too close to the player

This commit is contained in:
Gregory Campbell
2020-07-11 11:18:40 -04:00
parent 1016b2065a
commit 52f18b4e87
+17 -6
View File
@@ -18,7 +18,6 @@ public class GMScript : MonoBehaviour
void Start()
{
playerPos = GameObject.FindWithTag("Player").transform;
obstacleSpawnTime = Random.Range(5.0f, 15.0f);
enemySpawnTime = Random.Range(5.0f, 15.0f);
@@ -28,13 +27,18 @@ public class GMScript : MonoBehaviour
void Update()
{
if(GameObject.FindWithTag("Player") != null)
{
playerPos = GameObject.FindWithTag("Player").transform;
}
obstacleTime += Time.deltaTime;
enemyTime += Time.deltaTime;
if(obstacleTime > obstacleSpawnTime)
{
GameObject newObstacle = Instantiate(obstacle, new Vector2(Random.Range(-8.0f, 8.0f), Random.Range(-4.0f, 4.0f)),
GameObject newObstacle = Instantiate(obstacle, ValidSpawn(),
Quaternion.Euler(0,0,Random.Range(0.0f, 360.0f)));
newObstacle.transform.localScale = new Vector2(Random.Range(1.0f, 8.0f), 1.0f);
obstacleSpawnTime = Random.Range(5.0f, 15.0f);
@@ -44,7 +48,7 @@ public class GMScript : MonoBehaviour
if(enemyTime > enemySpawnTime)
{
GameObject newEnemy = Instantiate(enemy, new Vector2(Random.Range(-8.0f, 8.0f), Random.Range(-4.0f, 4.0f)),
GameObject newEnemy = Instantiate(enemy, ValidSpawn(),
Quaternion.identity);
float scaleChange = Random.Range(0.5f, 1.5f);
newEnemy.transform.localScale = new Vector2(scaleChange, scaleChange);
@@ -60,14 +64,21 @@ public class GMScript : MonoBehaviour
bool valid = false;
Vector2 spawn;
if(GameObject.FindWithTag("Player") == null)
{
return new Vector2(Random.Range(-8.0f, 8.0f), Random.Range(-4.0f, 4.0f));
}
do{
spawn = new Vector2(Random.Range(-8.0f, 8.0f), Random.Range(-4.0f, 4.0f));
if((spawn.x > playerPos.position.x + 4 || spawn.x < playerPos.position.x - 4)
&& (spawn.y > playerPos.position.y + 4 || spawn.y < playerPos.position.y - 4))
{
valid = true;
if((spawn.x <= playerPos.position.x + 1 && spawn.x >= playerPos.position.x - 1)
|| (spawn.y <= playerPos.position.y + 1 && spawn.y >= playerPos.position.y - 1))
{
valid = false;
}
}while(!valid);