그래서 생성 된 개체를 점차적으로 움직 이도록 만드는 방법이 있다면 플레이어 (사용자)가 10 점을 수집 한 후에 더 빨리 이동하게하는 방법이 있는지 궁금합니다. 플레이어가 10 점을 더 받으면 더 빨리?Unity2D : 플레이어가 10 점을 수집 한 후 스폰 오브젝트를 점차 빠르게 만드는 방법은 무엇입니까?
이 내 운동 스크립트에서 양산 얻을 내 개체에 연결할 수 있습니다 :
public class Movement : MonoBehaviour
{
public static int movespeed = 20;
public Vector3 userDirection = Vector3.right;
public void Update()
{
transform.Translate(userDirection * movespeed * Time.deltaTime);
}
}
이 내 점수 스크립트 내 선수
public int Score;
public Text ScoreText;
void Start()
{
Score = 0;
SetScoreText();
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag ("Pick Up"))
{
other.gameObject.SetActive (false);
Score = Score + 1;
SetScoreText();
}
}
void SetScoreText()
{
ScoreText.text = "Score: " + Score.ToString();
}
을 첨부입니다 그리고 이것은 내 generateEnemy 스크립트입니다 :
public GameOverManager gameOverManager = null;
[HideInInspector]
public float minBlobSpawnTime = 2;
[HideInInspector]
public float maxBlobSpawnTime = 5;
[HideInInspector]
public bool generateBlobs = true;
[HideInInspector]
public GameObject blobPrefab = null;
[HideInInspector]
public GameObject blobRoot = null;
[HideInInspector]
public float minimumYPosition = -0.425f;
[HideInInspector]
public float maximumYPosition = 0.35f;
[HideInInspector]
public float minDaggerSpawnTime = 2;
[HideInInspector]
public float maxDaggerSpawnTime = 5;
[HideInInspector]
public bool generateDaggers = true;
[HideInInspector]
public GameObject daggerPrefab = null;
[HideInInspector]
public GameObject daggerRoot;
[HideInInspector]
public float minimumXPosition = -11.5f;
[HideInInspector]
public float maximumXPosition = 11.5f;
public Camera camera = null;
// Use this for initialization
void Start()
{
generateBlobs = ((generateBlobs) && (blobPrefab != null) && (blobRoot != null));
generateDaggers = ((generateDaggers) && (daggerPrefab != null) && (daggerRoot != null));
if (camera == null)
{
Debug.LogError("GenerateEnemy: camera is not set in the inspector. Please set and try again.");
camera = Camera.main;
}
if (gameOverManager == null)
{
Debug.LogError("GenerateEnemy: gameOverManager not set in the inspector. Please set and try again.");
}
if (generateBlobs)
{
StartCoroutine(GenerateRandomEnemy(true, blobPrefab, blobRoot, minBlobSpawnTime, maxBlobSpawnTime));
}
if (generateDaggers)
{
StartCoroutine(GenerateRandomEnemy(false, daggerPrefab, daggerRoot, minDaggerSpawnTime, maxDaggerSpawnTime));
}
}
// Update is called once per frame
void Update()
{
DestroyOffScreenEnemies();
}
// Spawn an enemy
IEnumerator GenerateRandomEnemy(bool generateOnYAxis, GameObject prefab, GameObject root, float minSpawnTime, float maxSpawnTime)
{
if ((prefab != null) && (gameOverManager != null))
{
if (!gameOverManager.GameIsPaused())
{
GameObject newEnemy = (GameObject) Instantiate(prefab);
newEnemy.transform.SetParent(root.transform, true);
// set this in the prefab instead
// newEnemy.transform.position = new Vector3(newEnemy.transform.parent.position.x, 0.5f, newEnemy.transform.parent.position.z);
// or if you want the y position to be random you need to do something like this
if (generateOnYAxis)
{
newEnemy.transform.position = new Vector3(newEnemy.transform.parent.position.x, Random.Range(minimumYPosition, maximumYPosition), newEnemy.transform.parent.position.z);
}
else
{
newEnemy.transform.position = new Vector3(Random.Range(minimumXPosition, maximumXPosition), newEnemy.transform.parent.position.y, newEnemy.transform.parent.position.z);
}
}
}
yield return new WaitForSeconds(Random.Range(minSpawnTime, maxSpawnTime));
StartCoroutine(GenerateRandomEnemy(generateOnYAxis, prefab, root, minSpawnTime, maxSpawnTime));
}
public void DestroyOffScreenEnemies()
{
GameObject[] enemies = GameObject.FindGameObjectsWithTag("enemy");
if ((enemies.Length > 0) && (camera != null))
{
for (int i = (enemies.Length - 1); i >= 0; i--)
{
// just a precaution
if ((enemies[i] != null) && ((camera.WorldToViewportPoint(enemies[i].transform.position).x > 1.03f) ||
(enemies[i].transform.position.y < -6f)))
{
Destroy(enemies[i]);
}
}
}
}
}
이
당신 : 모든
참고로 답변을받을 수 있습니다. 대부분의 오래된 질문에는주의가 필요합니다. 이를 수행하는 방법은 [this] (http://meta.stackexchange.com/a/5235)를 참조하십시오. 그들이 당신을 위해 일하지 않았다면 당신은 항상 그 대답에 대해 논평 할 수 있습니다. – Programmer