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_uiItemSpawner; + // Start is called before the first frame update + void Start() + { + timer = resetTime; + _uiItemSpawner = transform.GetComponent(); + } + + // Update is called once per frame + + void Update() + { + + if (timer > 0) { + timer -= Time.deltaTime; + } + if (Input.GetKeyDown("[+]") && timer <= 0) + { + _uiItemSpawner.SpawnEntity(); + timer = resetTime; + } + if (Input.GetKeyDown("[-]") && timer <= 0) + { + _uiItemSpawner.DespawnEntity(); + timer = resetTime; + } + if (Input.GetKeyDown("[*]") && timer <= 0) + { + _uiItemSpawner.SetAltItem(true); + timer = resetTime; + } + if (Input.GetKeyDown("[/]") && timer <= 0) + { + _uiItemSpawner.SetAltItem(false); + timer = resetTime; + } + } +} diff --git a/InsAsterix/Assets/Scripts/HUD/HeartSpawner.cs.meta b/InsAsterix/Assets/Scripts/HUD/HeartSpawner.cs.meta new file mode 100644 index 00000000..4e299c18 --- /dev/null +++ b/InsAsterix/Assets/Scripts/HUD/HeartSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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Animation + public Sprite[] m_SpriteArray; + + public Sprite[] m_AltSpriteArray; + + private bool toggleAlt = false; + + private float normalSpeed = .07f; + private float altSpeed = .03f; + private float m_Speed ; + private int m_IndexSprite; + private Image[] _images; + Coroutine m_CorotineAnim; + void Start() + + { + _instances = new GameObject[maxNbEntityInstances]; + _images = new Image[maxNbEntityInstances]; + for (int index = 0; index < initNbEntityInstances; index++) + { + SpawnEntity() ; + } + + m_Speed = normalSpeed; + StartCoroutine(PlayAnimUI()); + + } + public void SpawnEntity() + { + if (index >= maxNbEntityInstances) + return; + var currentPos = gameObject.transform.position; + gameObject.transform.position = new Vector3(currentPos.x + gap, currentPos.y, currentPos.z); + _instances[index] = Instantiate(entityToSpawn, transform.parent, true); + _images[index] = _instances[index].GetComponent(); + _instances[index].transform.position = currentPos; + index++; + } + + public 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