using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Works : MonoBehaviour
{
public GameObject[] coloredPrefabs;
public GameObject[] spawnZones;
public GameObject shop;
public Color32[] prefabColor;
public SpriteRenderer spriteRendererSHOP;
public Text textMoneyCourierEarn;
public int howMuchEarn = 0;
public int ci;
public Transform[] firstZone;
public Transform[] secondZone;
public Transform[] ThirdZone;
public string nameColor;
System.Random r = new System.Random();
private void Awake()
{
spriteRendererSHOP = shop.GetComponent<SpriteRenderer>();
}
private void Start()
{
StartCoroutine(CourierWorkShopColor());
howMuchEarn = 0;
textMoneyCourierEarn.text = "Вы заработали - " + howMuchEarn;
for(int i = 0; i < 10; i++)
{
//System.Random r = new System.Random();
int randZone = r.Next(0, 2);
switch(randZone)
{
case 0:
float randPosY = Random.Range(firstZone[0].position.y, firstZone[1].position.y);
float randPosx = Random.Range(firstZone[2].position.x, firstZone[3].position.x);
Vector3 vector3 = new Vector3(randPosY, randPosx, 0);
Instantiate(coloredPrefabs[i], vector3, Quaternion.identity);
break;
case 1:
float randPosY2 = Random.Range(secondZone[0].position.y, secondZone[1].position.y);
float randPosx2 = Random.Range(secondZone[2].position.x, secondZone[3].position.x);
Vector3 vector32 = new Vector3(randPosY2, randPosx2, 0);
Instantiate(coloredPrefabs[i], vector32, Quaternion.identity);
break;
case 2:
float randPosY3 = Random.Range(ThirdZone[0].position.y, ThirdZone[1].position.y);
float randPosx3 = Random.Range(ThirdZone[2].position.x, ThirdZone[3].position.x);
Vector3 vector33 = new Vector3(randPosY3, randPosx3, 0);
Instantiate(coloredPrefabs[i], vector33, Quaternion.identity);
break;
}
}
StartCoroutine(CourierWorkShopSpawnGoods());
}
private void Update()
{
textMoneyCourierEarn.text = "Вы заработали - " + howMuchEarn;
}
public IEnumerator CourierWorkShopColor()
{
while (true)
{
System.Random r = new System.Random();
ci = r.Next(0, coloredPrefabs.Length);
nameColor = ci.ToString();
spriteRendererSHOP.color = new Color32(prefabColor[ci].r, prefabColor[ci].g, prefabColor[ci].b, 255);
yield return new WaitForSeconds(3.5f);
}
}
public IEnumerator CourierWorkShopSpawnGoods()
{
while (true)
{
yield return new WaitForSeconds(3f);
int randZone = r.Next(0, 2);
int randPrefab = r.Next(0, 10);
if (randZone == 0)
{
float randPosY = Random.Range(firstZone[0].position.y, firstZone[1].position.y);
float randPosx = Random.Range(firstZone[2].position.x, firstZone[3].position.x);
Vector3 vector3 = new Vector3(randPosY, randPosx, 0);
Instantiate(coloredPrefabs[randPrefab], vector3, Quaternion.identity);
}
else if (randZone == 1)
{
float randPosY2 = Random.Range(secondZone[0].position.y, secondZone[1].position.y);
float randPosx2 = Random.Range(secondZone[2].position.x, secondZone[3].position.x);
Vector3 vector32 = new Vector3(randPosY2, randPosx2, 0);
Instantiate(coloredPrefabs[randPrefab], vector32, Quaternion.identity);
}
else if (randZone == 2)
{
float randPosY3 = Random.Range(ThirdZone[0].position.y, ThirdZone[1].position.y);
float randPosx3 = Random.Range(ThirdZone[2].position.x, ThirdZone[3].position.x);
Vector3 vector33 = new Vector3(randPosY3, randPosx3, 0);
Instantiate(coloredPrefabs[randPrefab], vector33, Quaternion.identity);
}
}
}
}