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SpawnManager.cs
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438 lines (399 loc) · 25.1 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SpawnManager : MonoBehaviour
{
[SerializeField]
private int _checkPointMax;
[SerializeField]
public float checkPointNum = 1;
[SerializeField]
private GameObject[] _blasters;
[SerializeField]
private GameObject _checkpoint;
[SerializeField]
private GameObject[] _asteroids;
[SerializeField]
private float asteroidZ = 20f;
[SerializeField]
private Text checkpointValue;
[SerializeField]
public Text totalCPText;
[SerializeField]
private GameObject wormHole;
[SerializeField]
private GameObject debris;
[SerializeField]
private GameObject TheLaser;
[SerializeField]
private float laserDist;
private List<SpawnAsteroid> asteroids;
private List<SpawnLaser> lasers;
private float blasterDestroyTime = 6.5f;
private void Start()
{
_checkPointMax = Random.Range(15, 19);
checkpointValue.text = "0/" + (_checkPointMax + 2);
if (PlayerPrefs.HasKey("TotalCP"))
{
totalCPText.text = PlayerPrefs.GetInt("TotalCP").ToString();
}
else
{
totalCPText.text = "0";
}
}
private void Update()
{
Mathf.Round(checkPointNum);
checkpointValue.text = checkPointNum + "/" + (_checkPointMax + 2);
int TotalCP = PlayerPrefs.GetInt("TotalCP");
if (TotalCP >= 10 && TotalCP <= 20)
{
blasterDestroyTime = 5.0f;
}
else if (TotalCP >= 20 && TotalCP <= 30)
{
blasterDestroyTime = 3.5f;
}
else if (TotalCP >= 30)
{
blasterDestroyTime = 2.4f;
}
}
public IEnumerator SpawnDebrisRoutine()
{
while (true)
{
Vector3 pos = new Vector3(transform.position.x + 30.7f, transform.position.y, transform.position.z + 150);
Vector3 pos2 = new Vector3(transform.position.x - 30.7f, transform.position.y, transform.position.z + 150);
GameObject debris1 = Instantiate(debris, pos, Quaternion.identity);
GameObject debris2 = Instantiate(debris, pos2, Quaternion.identity);
yield return new WaitForSeconds(8f);
Destroy(debris1.gameObject);
Destroy(debris2.gameObject);
}
}
public void SpawnCheckPoint()
{
if (checkPointNum <= _checkPointMax)
{
CheckPointInstantiate();
}
else
{
Vector3 pos = new Vector3(transform.position.x, transform.position.y, transform.position.z + 200);
Instantiate(wormHole, pos, Quaternion.identity);
}
}
delegate void SpawnAsteroid();
delegate void SpawnLaser();
public IEnumerator LaserRoutine()
{
while (true)
{
int num = Random.Range(0, 3);
lasers[num]();
int TotalCP = PlayerPrefs.GetInt("TotalCP");
if (TotalCP < 10)
{
yield return new WaitForSeconds(Random.Range(1.0f, 1.5f));
}
else if (TotalCP >= 10 && TotalCP <= 20)
{
yield return new WaitForSeconds(1.0f);
}
else if (TotalCP >= 20)
{
yield return new WaitForSeconds(Random.Range(0.8f, 1.0f));
}
}
}
public void AddLasersToList()
{
lasers = new List<SpawnLaser>();
lasers.Add(LaserRoutineOne);
lasers.Add(LaserdRoutineTwo);
lasers.Add(LaserRoutineThree);
}
void LaserRoutineOne()
{
Vector3 pos = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos2 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos3 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
GameObject laser = Instantiate(TheLaser, pos, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser2 = Instantiate(TheLaser, pos2, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser3 = Instantiate(TheLaser, pos3, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
int TotalCP = PlayerPrefs.GetInt("TotalCP");
if (TotalCP < 10)
{
Destroy(laser.gameObject, 3f);
Destroy(laser2.gameObject, 3f);
Destroy(laser3.gameObject, 3f);
}
else if (TotalCP >= 10 && TotalCP <= 20)
{
Destroy(laser.gameObject, 2f);
Destroy(laser2.gameObject, 2f);
Destroy(laser3.gameObject, 2f);
}
else if (TotalCP > 20)
{
Destroy(laser.gameObject, 1f);
Destroy(laser2.gameObject, 1f);
Destroy(laser3.gameObject, 1f);
}
}
void LaserdRoutineTwo()
{
Vector3 pos = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos2 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos3 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos4 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos5 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
GameObject laser = Instantiate(TheLaser, pos, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser2 = Instantiate(TheLaser, pos2, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser3 = Instantiate(TheLaser, pos3, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser4 = Instantiate(TheLaser, pos4, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser5 = Instantiate(TheLaser, pos5, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
int TotalCP = PlayerPrefs.GetInt("TotalCP");
if (TotalCP < 10)
{
Destroy(laser.gameObject, 3f);
Destroy(laser2.gameObject, 3f);
Destroy(laser3.gameObject, 3f);
Destroy(laser4.gameObject, 3f);
Destroy(laser5.gameObject, 3f);
}
else if (TotalCP >= 10 && TotalCP <= 20)
{
Destroy(laser.gameObject, 2f);
Destroy(laser2.gameObject, 2f);
Destroy(laser3.gameObject, 2f);
Destroy(laser4.gameObject, 2f);
Destroy(laser5.gameObject, 2f);
}
else if (TotalCP > 20)
{
Destroy(laser.gameObject, 1f);
Destroy(laser2.gameObject, 1f);
Destroy(laser3.gameObject, 1f);
Destroy(laser4.gameObject, 1f);
Destroy(laser5.gameObject, 1f);
}
}
void LaserRoutineThree()
{
Vector3 pos = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos2 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos3 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos4 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos5 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos6 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
Vector3 pos7 = new Vector3(0, 0, transform.position.z + laserDist + Random.Range(10, 20));
GameObject laser = Instantiate(TheLaser, pos, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser2 = Instantiate(TheLaser, pos2, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser3 = Instantiate(TheLaser, pos3, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser4 = Instantiate(TheLaser, pos4, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser5 = Instantiate(TheLaser, pos5, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser6 = Instantiate(TheLaser, pos6, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
GameObject laser7 = Instantiate(TheLaser, pos7, Quaternion.Euler(0, 0, Random.Range(-77, 77)));
int TotalCP = PlayerPrefs.GetInt("TotalCP");
if (TotalCP < 10)
{
Destroy(laser.gameObject, 3f);
Destroy(laser2.gameObject, 3f);
Destroy(laser3.gameObject, 3f);
Destroy(laser4.gameObject, 3f);
Destroy(laser5.gameObject, 3f);
Destroy(laser6.gameObject, 3f);
Destroy(laser7.gameObject, 3f);
}
else if (TotalCP >= 10 && TotalCP <= 20)
{
Destroy(laser.gameObject, 2f);
Destroy(laser2.gameObject, 2f);
Destroy(laser3.gameObject, 2f);
Destroy(laser4.gameObject, 2f);
Destroy(laser5.gameObject, 2f);
Destroy(laser6.gameObject, 2f);
Destroy(laser7.gameObject, 2f);
}
else if (TotalCP > 20)
{
Destroy(laser.gameObject, 1f);
Destroy(laser2.gameObject, 1f);
Destroy(laser3.gameObject, 1f);
Destroy(laser4.gameObject, 1f);
Destroy(laser5.gameObject, 1f);
Destroy(laser6.gameObject, 1f);
Destroy(laser7.gameObject, 1f);
}
}
public IEnumerator AsteroidRoutine()
{
while (true)
{
int num = Random.Range(0, 3);
asteroids[num]();
int TotalCP = PlayerPrefs.GetInt("TotalCP");
if (TotalCP < 10)
{
yield return new WaitForSeconds(Random.Range(1.0f, 1.5f));
}
else if (TotalCP >= 10 && TotalCP <= 20)
{
yield return new WaitForSeconds(Random.Range(0.7f, 1.0f));
}
else if (TotalCP >= 20 && TotalCP <= 30)
{
yield return new WaitForSeconds(Random.Range(0.3f, 0.7f));
}
else if (TotalCP >= 30)
{
yield return new WaitForSeconds(0.3f);
}
}
}
public void AddAsteroidsToList()
{
asteroids = new List<SpawnAsteroid>();
asteroids.Add(AsteroidRoutineOne);
asteroids.Add(AsteroidRoutineTwo);
asteroids.Add(AsteroidRoutineThree);
}
void AsteroidRoutineOne()
{
Vector3 pos = new Vector3(Random.Range(-22.5f, 22.5f), Random.Range(-6.3f, 6.3f), transform.position.z + asteroidZ);
int num = Random.Range(0, 3);
GameObject ast = Instantiate(_asteroids[num], pos, Quaternion.identity);
Destroy(ast.gameObject, 5f);
}
void AsteroidRoutineTwo()
{
Vector3 pos = new Vector3(Random.Range(-22.5f, 22.5f), Random.Range(-6.3f, 6.3f), transform.position.z + asteroidZ);
Vector3 pos2 = new Vector3(Random.Range(-22.5f, 22.5f), Random.Range(-6.3f, 6.3f), transform.position.z + asteroidZ);
int num = Random.Range(0, 3);
int num2 = Random.Range(0, 3);
GameObject ast = Instantiate(_asteroids[num], pos, Quaternion.identity);
GameObject ast2 = Instantiate(_asteroids[num2], pos2, Quaternion.identity);
Destroy(ast.gameObject, 5f);
Destroy(ast2.gameObject, 5f);
}
void AsteroidRoutineThree()
{
Vector3 pos = new Vector3(Random.Range(-22.5f, 22.5f), Random.Range(-6.3f, 6.3f), transform.position.z + asteroidZ);
Vector3 pos2 = new Vector3(Random.Range(-22.5f, 22.5f), Random.Range(-6.3f, 6.3f), transform.position.z + asteroidZ);
Vector3 pos3 = new Vector3(Random.Range(-22.5f, 22.5f), Random.Range(-6.3f, 6.3f), transform.position.z + asteroidZ);
int num = Random.Range(0, 3);
int num2 = Random.Range(0, 3);
int num3 = Random.Range(0, 3);
GameObject ast = Instantiate(_asteroids[num], pos, Quaternion.identity);
GameObject ast2 = Instantiate(_asteroids[num2], pos2, Quaternion.identity);
GameObject ast3 = Instantiate(_asteroids[num3], pos3, Quaternion.identity);
Destroy(ast.gameObject, 5f);
Destroy(ast2.gameObject, 5f);
Destroy(ast3.gameObject, 5f);
}
public void CheckPointInstantiate()
{
int no1 = Random.Range(0, 8);
int no2 = Random.Range(0, 8);
int no3 = Random.Range(0, 8);
int no4 = Random.Range(0, 8);
int no5 = Random.Range(0, 8);
Vector3 startPosition = new Vector3(0, 0, transform.position.z + 300);
Instantiate(_checkpoint, startPosition, Quaternion.identity);
GameObject blaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x, _blasters[no1].transform.position.y, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject blaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x, _blasters[no2].transform.position.y, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject blaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x, _blasters[no3].transform.position.y, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject blaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x, _blasters[no4].transform.position.y, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject blaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x, _blasters[no5].transform.position.y, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(blaster1.gameObject, blasterDestroyTime);
Destroy(blaster2.gameObject, blasterDestroyTime);
Destroy(blaster3.gameObject, blasterDestroyTime);
Destroy(blaster4.gameObject, blasterDestroyTime);
Destroy(blaster5.gameObject, blasterDestroyTime);
GameObject IIblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x + 13, _blasters[no1].transform.position.y, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject IIblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x + 13, _blasters[no2].transform.position.y, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject IIblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x + 13, _blasters[no3].transform.position.y, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject IIblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x + 13, _blasters[no4].transform.position.y, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject IIblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x + 13, _blasters[no5].transform.position.y, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(IIblaster1.gameObject, blasterDestroyTime);
Destroy(IIblaster2.gameObject, blasterDestroyTime);
Destroy(IIblaster3.gameObject, blasterDestroyTime);
Destroy(IIblaster4.gameObject, blasterDestroyTime);
Destroy(IIblaster5.gameObject, blasterDestroyTime);
GameObject IIIblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x - 13, _blasters[no1].transform.position.y, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject IIIblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x - 13, _blasters[no2].transform.position.y, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject IIIblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x - 13, _blasters[no3].transform.position.y, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject IIIblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x - 13, _blasters[no4].transform.position.y, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject IIIblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x - 13, _blasters[no5].transform.position.y, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(IIIblaster1.gameObject, blasterDestroyTime);
Destroy(IIIblaster2.gameObject, blasterDestroyTime);
Destroy(IIIblaster3.gameObject, blasterDestroyTime);
Destroy(IIIblaster4.gameObject, blasterDestroyTime);
Destroy(IIIblaster5.gameObject, blasterDestroyTime);
GameObject IVblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x, _blasters[no1].transform.position.y + 13, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject IVblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x, _blasters[no2].transform.position.y + 13, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject IVblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x, _blasters[no3].transform.position.y + 13, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject IVblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x, _blasters[no4].transform.position.y + 13, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject IVblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x, _blasters[no5].transform.position.y + 13, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(IVblaster1.gameObject, blasterDestroyTime);
Destroy(IVblaster2.gameObject, blasterDestroyTime);
Destroy(IVblaster3.gameObject, blasterDestroyTime);
Destroy(IVblaster4.gameObject, blasterDestroyTime);
Destroy(IVblaster5.gameObject, blasterDestroyTime);
GameObject Vblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x, _blasters[no1].transform.position.y - 13, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject Vblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x, _blasters[no2].transform.position.y - 13, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject Vblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x, _blasters[no3].transform.position.y - 13, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject Vblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x, _blasters[no4].transform.position.y - 13, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject Vblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x, _blasters[no5].transform.position.y - 13, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(Vblaster1.gameObject, blasterDestroyTime);
Destroy(Vblaster2.gameObject, blasterDestroyTime);
Destroy(Vblaster3.gameObject, blasterDestroyTime);
Destroy(Vblaster4.gameObject, blasterDestroyTime);
Destroy(Vblaster5.gameObject, blasterDestroyTime);
GameObject VIblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x + 13, _blasters[no1].transform.position.y + 13, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject VIblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x + 13, _blasters[no2].transform.position.y + 13, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject VIblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x + 13, _blasters[no3].transform.position.y + 13, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject VIblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x + 13, _blasters[no4].transform.position.y + 13, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject VIblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x + 13, _blasters[no5].transform.position.y + 13, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(VIblaster1.gameObject, blasterDestroyTime);
Destroy(VIblaster2.gameObject, blasterDestroyTime);
Destroy(VIblaster3.gameObject, blasterDestroyTime);
Destroy(VIblaster4.gameObject, blasterDestroyTime);
Destroy(VIblaster5.gameObject, blasterDestroyTime);
GameObject VIIblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x - 13, _blasters[no1].transform.position.y + 13, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject VIIblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x - 13, _blasters[no2].transform.position.y + 13, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject VIIblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x - 13, _blasters[no3].transform.position.y + 13, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject VIIblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x - 13, _blasters[no4].transform.position.y + 13, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject VIIblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x - 13, _blasters[no5].transform.position.y + 13, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(VIIblaster1.gameObject, blasterDestroyTime);
Destroy(VIIblaster2.gameObject, blasterDestroyTime);
Destroy(VIIblaster3.gameObject, blasterDestroyTime);
Destroy(VIIblaster4.gameObject, blasterDestroyTime);
Destroy(VIIblaster5.gameObject, blasterDestroyTime);
GameObject VIIIblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x + 13, _blasters[no1].transform.position.y - 13, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject VIIIblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x + 13, _blasters[no2].transform.position.y - 13, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject VIIIblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x + 13, _blasters[no3].transform.position.y - 13, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject VIIIblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x + 13, _blasters[no4].transform.position.y - 13, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject VIIIblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x + 13, _blasters[no5].transform.position.y - 13, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(VIIIblaster1.gameObject, blasterDestroyTime);
Destroy(VIIIblaster2.gameObject, blasterDestroyTime);
Destroy(VIIIblaster3.gameObject, blasterDestroyTime);
Destroy(VIIIblaster4.gameObject, blasterDestroyTime);
Destroy(VIIIblaster5.gameObject, blasterDestroyTime);
GameObject IXblaster1 = Instantiate(_blasters[no1], new Vector3(_blasters[no1].transform.position.x - 13, _blasters[no1].transform.position.y - 13, transform.position.z + 301), _blasters[no1].transform.rotation);
GameObject IXblaster2 = Instantiate(_blasters[no2], new Vector3(_blasters[no2].transform.position.x - 13, _blasters[no2].transform.position.y - 13, transform.position.z + 301), _blasters[no2].transform.rotation);
GameObject IXblaster3 = Instantiate(_blasters[no3], new Vector3(_blasters[no3].transform.position.x - 13, _blasters[no3].transform.position.y - 13, transform.position.z + 301), _blasters[no3].transform.rotation);
GameObject IXblaster4 = Instantiate(_blasters[no4], new Vector3(_blasters[no4].transform.position.x - 13, _blasters[no4].transform.position.y - 13, transform.position.z + 301), _blasters[no4].transform.rotation);
GameObject IXblaster5 = Instantiate(_blasters[no5], new Vector3(_blasters[no5].transform.position.x - 13, _blasters[no5].transform.position.y - 13, transform.position.z + 301), _blasters[no5].transform.rotation);
Destroy(IXblaster1.gameObject, blasterDestroyTime);
Destroy(IXblaster2.gameObject, blasterDestroyTime);
Destroy(IXblaster3.gameObject, blasterDestroyTime);
Destroy(IXblaster4.gameObject, blasterDestroyTime);
Destroy(IXblaster5.gameObject, blasterDestroyTime);
}
}