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Final Push
Game is somehow done in time here is the final push.
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
|
||
public class DestroyByContact : MonoBehaviour | ||
{ | ||
void OnTriggerEnter2D(Collider2D other) | ||
{ | ||
if (other.tag == "Boundary") | ||
{ | ||
return; | ||
} | ||
Destroy(other.gameObject); | ||
Destroy(gameObject); | ||
} | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
|
||
public class GameController : MonoBehaviour | ||
{ | ||
public GameObject hazard; | ||
public Vector2 spawnValues; | ||
public int hazardCount; | ||
public float spawnWait; | ||
public float startWait; | ||
public float waveWait; | ||
|
||
|
||
|
||
void Start() | ||
{ | ||
StartCoroutine(SpawnWaves()); | ||
} | ||
|
||
IEnumerator SpawnWaves() | ||
{ | ||
yield return new WaitForSeconds(startWait); | ||
while (true) | ||
{ | ||
for (int i = 0; i < hazardCount; i++) | ||
{ | ||
Vector2 spawnPosition = new Vector2(Random.Range(-spawnValues.x, spawnValues.x), spawnValues.y); | ||
Quaternion spawnRotation = Quaternion.identity; | ||
Instantiate(hazard, spawnPosition, spawnRotation); | ||
yield return new WaitForSeconds(spawnWait); | ||
} | ||
yield return new WaitForSeconds(waveWait); | ||
} | ||
} | ||
} | ||
|
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