From 22e8e893e7901be6e7a83023a85394aedd0c0ede Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sat, 8 Feb 2020 13:16:03 -0500 Subject: [PATCH] Made infinity runner spaawn obstacle on a distance based trigger as oppossed to a timer based trigger and lowered obstacle removal timer --- Assets/Scripts/InfinityRunner.cs | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/Assets/Scripts/InfinityRunner.cs b/Assets/Scripts/InfinityRunner.cs index 5bd4bfd..cbd22a8 100644 --- a/Assets/Scripts/InfinityRunner.cs +++ b/Assets/Scripts/InfinityRunner.cs @@ -21,7 +21,7 @@ public class InfinityRunner : MonoBehaviour public GameObject boundaries; private int selection; - private float countdownTime = 5.0f; + private float countdownTime = 3.0f; private float spawnTime = 0.0f; private Transform lastSpawn; @@ -54,7 +54,7 @@ public class InfinityRunner : MonoBehaviour distance = player.transform.position.z; - if(spawnTime + countdownTime < Time.time) + if(distance > lastSpawn.position.z) { level++; @@ -111,14 +111,16 @@ public class InfinityRunner : MonoBehaviour wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(escalation)), 1, wallTwo.transform.localScale.z*(0.25f*escalation)); lastSpawn = spawn.transform; + } - spawnTime = Time.time; + if(spawnTime + countdownTime < Time.time) + { + spawnTime = Time.time; GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment"); for(int i = 0; i < 3; i++) { GameObject.Destroy(oldObjects[i]); - } - + } } if(script.respawn == true)