public Slider SliderMusic;
private void Start()
{
SliderMusic.value = Mixer.audioMixer. // что-то такое есть?
}
target = ZombieMaxArrayList[0].GetComponent<Transform>(); // target- туда запихнуть пытаюсь, ZombieMaxArrayList мой list.
void OnTriggerExit2D(Collider2D collider)
{
zombieArray.Remove(collider.gameObject); //убираю объект, который вышел из списка
ZombieMaxArФrayList.Remove(collider.gameObject); //убираю объект, который вышел из списка
this.target = null; // target обнуляю
}
public void Round(int roundIndex)
{
if (roundIndex == 1)
{
TimeStep = 5;
NomberZombie = 0;
CountZombie = 5;
StartCoroutine(SpawnMob());
}
if (roundIndex == 2)
{
TimeStep = 5;
NomberZombie = 1;
CountZombie = 15;
StartCoroutine(SpawnMob());
}
if (roundIndex == 3)
{
TimeStep = 5;
NomberZombie = 2;
CountZombie = 15;
StartCoroutine(SpawnMob());
}
}
IEnumerator SpawnMob()
{
if (ThisNumber < CountZombie)
{
yield return new WaitForSeconds(TimeStep);
Instantiate(ZombieType[NomberZombie], StartPos.position, Quaternion.identity);
ThisNumber++;
Repeat();
}
else if (ThisNumber >= CountZombie) roundIndex++;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CheckScript : MonoBehaviour
{
public bool CanPlace;
public GameObject CyrcleUse;
private void Start()
{
CanPlace = true;
}
public void OnMouseDown()
{
if(CyrcleUse.activeSelf == false)
{
CyrcleUse.SetActive(true);
}
else if (CyrcleUse.activeSelf == true)
{
CyrcleUse.SetActive(false);
}
}
void OnTriggerEnter2D(Collider2D collider)
{
if (collider.gameObject.tag == "Road")
{
CanPlace = false;
}
if (collider.gameObject.tag == "Towers")
{
CanPlace = false;
}
}
void OnTriggerStay2D(Collider2D collider)
{
if (collider.gameObject.tag == "Road")
{
CanPlace = false;
}
if (collider.gameObject.tag == "Towers")
{
CanPlace = false;
}
}
void OnTriggerExit2D(Collider2D collider)
{
if (collider.gameObject.tag == "Road")
{
CanPlace = true;
}
if (collider.gameObject.tag == "Towers")
{
CanPlace = true;
}
}
}