using System.Collections; using System.Collections.Generic; using UnityEngine; public class MovingTarget : MonoBehaviour { public float posChangeSpeed, maxPos, minPos; public static float currentPos = 8f; public static float previousPos = 8f; void Start() { previousPos = -9f; if (gameObject.activeSelf){ PieTarget[] targets = gameObject.transform.parent.GetComponentsInChildren(); print(targets.Length); for (int i = 0; i < targets.Length; i++) { targets[i].gameObject.SetActive(false); //targets[i].gameObject.transform.GetChild(0).gameObject.SetActive(false); } } gameObject.SetActive(true); //gameObject.transform.GetChild(0).gameObject.SetActive(true); } // Update is called once per frame void Update() { if (currentPos >= minPos && currentPos < maxPos && currentPos > previousPos) { gameObject.transform.position = new Vector3(currentPos, -3.65f, 0); previousPos = currentPos; currentPos += (posChangeSpeed * Time.deltaTime); } else if (currentPos <= maxPos && currentPos > minPos && currentPos < previousPos) { gameObject.transform.position = new Vector3(currentPos, -3.65f, 0); previousPos = currentPos; currentPos -= (posChangeSpeed * Time.deltaTime); } else if (currentPos > previousPos) { gameObject.transform.position = new Vector3(currentPos, -3.65f, 0); previousPos = currentPos; currentPos -= (posChangeSpeed * Time.deltaTime); } else if (currentPos < previousPos) { gameObject.transform.position = new Vector3(currentPos, -3.65f, 0); previousPos = currentPos; currentPos += (posChangeSpeed * Time.deltaTime); } } }