Code : Tout sélectionner
private void Start()
{
spawnWait = 1.5f;
StartCoroutine(waitSpawner());
StartCoroutine(part2());
StartCoroutine(WaitDown2));
prefabList.Add(Prefab1);
prefabList.Add(Prefab2);
prefabList.Add(Prefab3);
prefabList.Add(Prefab4);
prefabList.Add(Prefab5);
prefabList.Add(Prefab6);
prefabList.Add(Prefab7);
prefabList.Add(Prefab8);
prefabList2.Add(Prefab1);
prefabList2.Add(Prefab2);
prefabList2.Add(Prefab3);
prefabList2.Add(Prefab4);
prefabList2.Add(Prefab5);
prefabList2.Add(Prefab6);
prefabList2.Add(Prefab7);
prefabList2.Add(Prefab8);
}
IEnumerator waitSpawner()
{
yield return new WaitForSeconds(startWait);
while (!stop)
{
Vector3 spawnPosition = new Vector3(Random.Range(-spawnValues.x, spawnValues.x), Random.Range(-spawnValues.y, spawnValues.y), 0);
int prefabIndex = UnityEngine.Random.Range(0, 2);
int prefabIndex2 = UnityEngine.Random.Range(0, 2);
Instantiate(prefabList[prefabIndex], spawnPosition + transform.TransformPoint(0, 0, 0), gameObject.transform.rotation);
Instantiate(prefabList2[prefabIndex2], spawnPosition + transform.TransformPoint(0, -1, 0), gameObject.transform.rotation);
yield return new WaitForSeconds(spawnWait);
}
IEnumerator part2()
{
yield return new WaitForSeconds(15f);
stop = false;
while (!stop1)
{
Vector3 spawnPosition = new Vector3(Random.Range(-spawnValues.x, spawnValues.x), Random.Range(-spawnValues.y, spawnValues.y), 0);
int prefabIndex = UnityEngine.Random.Range(0, 4);
int prefabIndex2 = UnityEngine.Random.Range(0, 4);
Instantiate(prefabList[prefabIndex], spawnPosition + transform.TransformPoint(0, 0, 0), gameObject.transform.rotation);
Instantiate(prefabList2[prefabIndex2], spawnPosition + transform.TransformPoint(0, -1, 0), gameObject.transform.rotation);
yield return new WaitForSeconds(spawnWait);
}
}