void Update()
{
if (Time.time > nextSpawnTime)
{
FirstSpawnScript();
//SecondSpawnScript();
//ThirdSpawnScript();
//FourthSpawnScript();
}
}
void FirstSpawnScript()
{
float SecondsBetweenSpawns = Mathf.Lerp(SecondsBetweenSpawnsMinMax.y, SecondsBetweenSpawnsMinMax.x, Difficulty.GetDifficultyPercent());
{
print(SecondsBetweenSpawns);
float SpawnAngle = Random.Range(-SpawnAngleMax, SpawnAngleMax);
nextSpawnTime = Time.time + SecondsBetweenSpawns;
Vector2 spawnPosition = new Vector2(Random.Range(-ScreenWrapSpawn.x, ScreenWrapSpawn.x), ScreenWrapSpawn.y + .5f);
Instantiate(FirstSpawn, spawnPosition, Quaternion.Euler(Vector3.forward * SpawnAngle));
Spawning = false;
}
}
void SecondSpawnScript()
{
float SecondsBetweenSpawns = Mathf.Lerp(SecondsBetweenSpawnsMinMax.y, SecondsBetweenSpawnsMinMax.x, Difficulty.GetDifficultyPercent());
{
{
nextSpawnTime = Time.time + SecondsBetweenSpawns;
float SpawnAngle = Random.Range(-SpawnAngleMax, SpawnAngleMax);
Vector2 spawnPos = new Vector2(Random.Range(-ScreenWrapSpawn.x, ScreenWrapSpawn.x), ScreenWrapSpawn.y + .5f);
Instantiate(SecondSpawn, spawnPos, Quaternion.Euler(Vector3.forward * SpawnAngle));
}
}
These are the two function i mean