
* 겪고 있는 문제 상황을 최대한 자세하게 작성해주세요.
* 문제 해결을 위해 어떤 시도를 해보았는지 구체적으로 함께 알려주세요.
빗방울이 반복적으로 떨어지지 않습니다.
이전까지만해도 잘되었는데 점수화하면서 갑자기 안되어서 도움요청드립니디ㅏ.

[GameManager]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
public GameObject rain;
int totalScore;
private void Awake()
{
Instance = this;
}
void Start()
{
InvokeRepeating("MakeRain", 0f, 1f);
MakeRain();
}
// Update is called once per frame
void Update()
{
}
void MakeRain()
{
Instantiate(rain);
}
public void AddScore(int score)
{
totalScore += score;
Debug.Log(totalScore);
}
}
-----------------------------------------------------------------------------------------
[Rain]
System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rain : MonoBehaviour
{
// Start is called before the first frame update
float size = 1.0f;
int score;
SpriteRenderer renderer;
void Start()
{
renderer = GetComponent<SpriteRenderer>();
float x = Random.Range(-2.4f, 2.4f);
float y = Random.Range(3.0f, 5.0f);
transform.position = new Vector3(x, y, 0);
int type = Random.Range(1, 4);
if(type == 1)
{
size = 0.8f;
score = 1;
renderer.color = new Color(100 / 255f, 100 / 255f, 1f, 1f);
}
else if(type == 2)
{
size = 1.0f;
score = 2;
renderer.color = new Color(130 / 255f, 130 / 255f, 1f, 1f);
}
else if(type == 3)
{
size = 1.2f;
score = 3;
renderer.color = new Color(150 / 255f, 150 / 255f, 1f, 1f);
}
transform.localScale = new Vector3(size, size, 0);
}
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.CompareTag("Ground"))
{
Destroy(this.gameObject);
}
if(collision.gameObject.CompareTag("Player"))
{
GameManager.Instance.AddScore(score);
Destroy(this.gameObject);
}
}
}
-----------------------------------------------------------------------------------------
[Rtan]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rtan : MonoBehaviour
{
float direction = 0.05f;
SpriteRenderer renderer;
// Start is called before the first frame update
void Start()
{
Application.targetFrameRate = 60;
renderer = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
if(Input.GetMouseButtonDown(0))
{
direction *= -1;
renderer.flipX = !renderer.flipX;
}
if (transform.position.x > 2.6f)
{
renderer.flipX = true;
direction = -0.05f;
}
if (transform.position.x < -2.6)
{
renderer.flipX = false;
direction = 0.05f;
}
transform.position += Vector3.right * direction;
}
}
