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Adam Rogalski 2021-01-16 18:29:12 +01:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bomb : MonoBehaviour
{
public GameObject explosion;
public int bombDamage;
public float bombSpeed;
[HideInInspector]
public int pointsPerBomb;
void Update()
{
this.gameObject.transform.Translate(new Vector3(0, -1, 0) * bombSpeed * Time.deltaTime);
}
void OnTriggerEnter2D(Collider2D obj)
{
if(obj.gameObject.tag == "Player")
{
PointsManager.points -= pointsPerBomb;
obj.gameObject.GetComponent<PlayerCarMuvement>().durability -= bombDamage;
Instantiate(explosion, gameObject.transform.position, Quaternion.identity);
Destroy(this.gameObject);
} else if(obj.gameObject.tag =="Shield")
{
Instantiate(explosion, gameObject.transform.position, Quaternion.identity);
Destroy(this.gameObject);
} else if(obj.gameObject.tag =="EndOfTheRoad")
{
PointsManager.points += pointsPerBomb;
Destroy(this.gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BonusSpawner : MonoBehaviour {
public GameObject[] bonuses;
public int minDelay;
public int maxDelay;
private float delay;
void Start()
{
delay = Random.Range(minDelay, maxDelay);
}
void Update()
{
delay -= Time.deltaTime;
if (delay <= 0)
{
delay = Random.Range(minDelay, maxDelay);
SpawnBonus();
}
}
void SpawnBonus()
{
Instantiate(bonuses[(int)Random.Range(0, 2)], new Vector3(Random.Range(-2.3f, 2.3f), 6f, 0), Quaternion.identity);
}
}

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