Im working on a project that I want to create a power up effect whenever the button "Q" is pressed, I have the animation working and the character, I also have the spawning objects around my player that I want to spawn (See Figure below)
My question is how to add different gravity on each rock (spawning object).
Here is the script that I'm currently using.
/* Public Variables Declaration */
public Transform spawn_LocationForSmall;
public Transform spawn_LocationForMedium;
public Transform spawn_LocationForLarge;
public GameObject smallRock_Prefab;
public GameObject mediumRock_Prefab;
public GameObject largeRock_Prefab;
/* Private Variables Declaration */
private GameObject[] smallRocks_List;
private float posX, posY, posZ;
private bool smallCount = false;
private bool mediumCount = false;
private bool largeCount = false;
private bool small_CheckPos = false;
private bool medium_CheckPos = false;
private bool large_CheckPos = false;
void Start() {
//smallRocks_List = GameObject.FindGameObjectsWithTag("smallRock");
Create_Small_Rocks();
Create_Medium_Rocks();
Create_Large_Rocks();
}
private void Create_Small_Rocks(){
for(int i=0; i<=20; i++){
small_CheckPos = false;
posX = this.transform.position.x + Random.Range(-3.0f, 3.0f);
posY = this.transform.position.y + Random.Range(-3.0f, 3.0f);
posZ = this.transform.position.z + Random.Range(-3.0f, 3.0f);
if(posX > 3f && posY > 3f){
small_CheckPos = true;
}
if (small_CheckPos == true) {
Vector3 newPos = new Vector3(posX, posY, posZ);
GameObject createdObject = GameObject.Instantiate(smallRock_Prefab,
newPos, spawn_LocationForSmall.rotation) as GameObject;
createdObject.transform.parent = spawn_LocationForSmall.transform;
}
}
smallCount = true;
}
/* the other two functions are similar to this */
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