Beispiel #1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Sheep sheep = animator.GetComponent <Sheep>();

        SpawnManager manager = Instances.GetSpawnManager();
        GameStatus   game    = Instances.GetGameStatus();

        Vector3 position = sheep.transform.position;

        Destroy(sheep.gameObject);
        game.sheepRemoved(false);

        Instantiate(manager.wolfPrefab, position, Quaternion.identity);
        game.wolfAdded();
    }
Beispiel #2
0
    /**
     * Spawns all the entities across the map
     */
    private void Start()
    {
        _rand = new Random();
        /* Discards the first non-random value (yeah... you suck, .NET) */
        _rand.Next();

        _commBus = Instances.GetGameStatus();

        /* Adds random food types until all the food points are filled */
        foreach (GameObject point in foodSpawnPoints)
        {
            int  idx      = _rand.Next(foodPrefabs.Length);
            Food foodItem = foodPrefabs[idx];
            Instantiate(foodItem, point.transform);
        }

        StartCoroutine(calcSpawmns());
    }
Beispiel #3
0
 /**
  * Removes this sheep from the game
  */
 public void Die()
 {
     /* We assume that sheep inside of the pen are safe and cannot die */
     Instances.GetGameStatus().sheepRemoved(false);
     Destroy(this.gameObject);
 }
 // Start is called before the first frame update
 void Start()
 {
     _commbus = Instances.GetGameStatus();
 }