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Question by unity_pxiHYpjQizSKVQ · Jun 09, 2020 at 08:56 PM · spawnspeedenemy spawnspeed up

Unity2D: How to make spawn object gradually go faster after the player has 10 Score?,Unity2D: How to make spawn object gradually go faster after the player collects 20 Coins?

-PLAYER SCRIPT-

public class Player1 : MonoBehaviour {

 public float speed;
 public float maxY;
 public float minY;

 public float Yincrement;
 private Vector2 targetPos;

 public int health = 3;

 public GameObject effect;

 private Shake shake;
 public Text healthDisplay;

 public GameObject gameOver;

 
 void Start()
 {
     shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<Shake>();
 }

 // Update is called once per frame
 void Update()
 {
     healthDisplay.text = health.ToString();
     if (health <= 0)
     {
         gameOver.SetActive(true);
         Destroy(gameObject);
     }

     transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);

     if (Input.GetKeyDown(KeyCode.UpArrow)&& transform.position.y < maxY)
     {
         shake.CamShake();
         Instantiate(effect, transform.position, Quaternion.identity);
         targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);
         transform.position = targetPos;
     }
     else if (Input.GetKeyDown(KeyCode.DownArrow) && transform.position.y > minY)
     {
         shake.CamShake();
         Instantiate(effect, transform.position, Quaternion.identity);
         targetPos = new Vector2(transform.position.x, transform.position.y - Yincrement);
         transform.position = targetPos;
     }
 }
   

}

-SCORE MANAGER SCRIPT-

public class ScoreManager : MonoBehaviour { public int score; public Text scoreDisplay;

 private void Update()
 {
     scoreDisplay.text = score.ToString();
 }
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Enemy"))
     {
         score++;
         Debug.Log(score);
     }
     
 }

}

-ENEMY SCRIPT-

public class Obstacle : MonoBehaviour { public int damage = 1; public float speed; public GameObject effect; private void Update() { transform.Translate(Vector2.left speed Time.deltaTime); }

 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         
         Instantiate(effect, transform.position, Quaternion.identity);
         other.GetComponent<Player1>().health -= damage;
         Debug.Log(other.GetComponent<Player1>().health);
         Destroy(gameObject);
     }
 }

},-Player Script-

public class Player1 : MonoBehaviour {

 public float speed;
 public float maxY;
 public float minY;

 public float Yincrement;
 private Vector2 targetPos;

 public int health = 3;

 public GameObject effect;

 private Shake shake;
 public Text healthDisplay;

 public GameObject gameOver;

 
 void Start()
 {
     shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<Shake>();
 }

 // Update is called once per frame
 void Update()
 {
     healthDisplay.text = health.ToString();
     if (health <= 0)
     {
         gameOver.SetActive(true);
         Destroy(gameObject);
     }

     transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);

     if (Input.GetKeyDown(KeyCode.UpArrow)&& transform.position.y < maxY)
     {
         shake.CamShake();
         Instantiate(effect, transform.position, Quaternion.identity);
         targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);
         transform.position = targetPos;
     }
     else if (Input.GetKeyDown(KeyCode.DownArrow) && transform.position.y > minY)
     {
         shake.CamShake();
         Instantiate(effect, transform.position, Quaternion.identity);
         targetPos = new Vector2(transform.position.x, transform.position.y - Yincrement);
         transform.position = targetPos;
     }
 }
   

}

-Score manager Script-

public class ScoreManager : MonoBehaviour { public int score; public Text scoreDisplay;

 private void Update()
 {
     scoreDisplay.text = score.ToString();
 }
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Enemy"))
     {
         score++;
         Debug.Log(score);
     }
     
 }

}

  • Enemy Script

public class Obstacle : MonoBehaviour { public int damage = 1; public float speed; public GameObject effect; private void Update() { transform.Translate(Vector2.left speed Time.deltaTime); }

 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         
         Instantiate(effect, transform.position, Quaternion.identity);
         other.GetComponent<Player1>().health -= damage;
         Debug.Log(other.GetComponent<Player1>().health);
         Destroy(gameObject);
     }
 }

}

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