Made infinity runner spaawn obstacle on a distance based trigger as oppossed to a timer based trigger and lowered obstacle removal timer

This commit is contained in:
Gregory Campbell
2020-02-08 13:16:03 -05:00
parent d60e1743f0
commit 22e8e893e7
+5 -3
View File
@@ -21,7 +21,7 @@ public class InfinityRunner : MonoBehaviour
public GameObject boundaries; public GameObject boundaries;
private int selection; private int selection;
private float countdownTime = 5.0f; private float countdownTime = 3.0f;
private float spawnTime = 0.0f; private float spawnTime = 0.0f;
private Transform lastSpawn; private Transform lastSpawn;
@@ -54,7 +54,7 @@ public class InfinityRunner : MonoBehaviour
distance = player.transform.position.z; distance = player.transform.position.z;
if(spawnTime + countdownTime < Time.time) if(distance > lastSpawn.position.z)
{ {
level++; 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)); wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(escalation)), 1, wallTwo.transform.localScale.z*(0.25f*escalation));
lastSpawn = spawn.transform; lastSpawn = spawn.transform;
}
if(spawnTime + countdownTime < Time.time)
{
spawnTime = Time.time; spawnTime = Time.time;
GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment"); GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
for(int i = 0; i < 3; i++) { for(int i = 0; i < 3; i++) {
GameObject.Destroy(oldObjects[i]); GameObject.Destroy(oldObjects[i]);
} }
} }
if(script.respawn == true) if(script.respawn == true)