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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class BabyController : MonoBehaviour | |||||
{ | |||||
private Vector3 currentVector; | |||||
[HideInInspector] | |||||
public Vector3 targetVector; | |||||
private Rigidbody rb; | |||||
public float speed; | |||||
private float timer = 0; | |||||
public float minRandTimer; | |||||
public float maxRandTimer; | |||||
public float randTimer; | |||||
void Start() | |||||
{ | |||||
rb = GetComponent<Rigidbody>(); | |||||
currentVector = RandomNormVector(); | |||||
targetVector = RandomNormVector(); | |||||
randTimer = Random.Range(minRandTimer, maxRandTimer); | |||||
} | |||||
void FixedUpdate() | |||||
{ | |||||
currentVector = Vector3.Slerp(currentVector, targetVector, Time.deltaTime); | |||||
rb.MovePosition(transform.position + (currentVector * speed)); | |||||
timer += Time.deltaTime; | |||||
if (timer > randTimer) | |||||
{ | |||||
targetVector = RandomNormVector(); | |||||
timer = 0; | |||||
randTimer = Random.Range(minRandTimer, maxRandTimer); | |||||
} | |||||
} | |||||
public Vector3 RandomNormVector() | |||||
{ | |||||
float _x = Random.Range(-1f, 1f); | |||||
float _z = Random.Range(-1f, 1f); | |||||
return new Vector3(_x, 0, _z).normalized; | |||||
} | |||||
private void OnDrawGizmos() | |||||
{ | |||||
Gizmos.DrawLine(transform.position, transform.position + currentVector); | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class spawner : MonoBehaviour | |||||
{ | |||||
public GameObject childPrefab; | |||||
public float spawnTime; | |||||
private float timer = 0; | |||||
void Start() | |||||
{ | |||||
} | |||||
// Update is called once per frame | |||||
void Update() | |||||
{ | |||||
timer += Time.deltaTime; | |||||
float _x = Random.Range(-40, 40); | |||||
float _z = Random.Range(-40, 40); | |||||
if (timer > spawnTime) | |||||
{ | |||||
var _newChild = Instantiate(childPrefab, new Vector3(_x, 0.5f, _z), Quaternion.identity); | |||||
_newChild.transform.parent = this.transform; | |||||
timer = 0; | |||||
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} | |||||
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