IFlyingTargetAdaptor[] CreateFlyingTargetAdaptors()
        {
            List <IFlyingTargetAdaptor> resultList = new List <IFlyingTargetAdaptor>();


            for (int i = 0; i < targetCount; i++)
            {
                GameObject targetGO = GameObject.Instantiate(
                    shootingTargetPrefab
                    );
                IFlyingTargetAdaptor targetAdaptor = (IFlyingTargetAdaptor)targetGO.GetComponent(typeof(IFlyingTargetAdaptor));

                targetAdaptor.SetFlyingTargetReserve(thisTypedReserve);
                targetAdaptor.SetIndex(i);
                targetAdaptor.SetPopUIReserveAdaptor(popUIReserveAdaptor);
                targetAdaptor.SetDestroyedTargetReserveAdaptor(destroyedTargetReserveAdaptor);
                targetAdaptor.SetGameStatsTrackerAdaptor(gameStatsTrackerAdaptor);
                targetAdaptor.SetShootingManagerAdaptor(shootingManagerAdaptor);
                targetAdaptor.SetAudioManagerAdaptor(audioManagerAdaptor);

                targetAdaptor.SetUp();
                targetAdaptor.SetUpDetectorAdaptors();

                resultList.Add(targetAdaptor);
            }
            return(resultList.ToArray());
        }
Beispiel #2
0
            public ConstArg(
                int index,
                // Color defaultColor,
                UnityBase.IBellCurve healthBellCurve,
                IFlyingTargetAdaptor adaptor,
                ITargetData targetData,

                Vector3 initialVelocity,
                float distThreshold,
                int waypointsCountInSequence,
                float speed
                ) : base(
                    index,
                    // defaultColor,
                    healthBellCurve,
                    adaptor,
                    targetData
                    )
            {
                thisInitialVelocity          = initialVelocity;
                thisDistThreshold            = distThreshold;
                thisWaypointsCountInSequence = waypointsCountInSequence;
                thisSpeed = speed;
            }