Beispiel #1
0
 public void LaunchModules()
 {
     InstantiateModule     = MainController.Instance.ModuleCreator.Create <InstantiateModule>   ("InstantiateModule");
     PoolModule            = MainController.Instance.ModuleCreator.Create <PoolModule>          ("PoolModule");
     PrefabCollection      = MainController.Instance.ModuleCreator.Create <PrefabCollection>    ("PrefabCollection");
     ObjectSpawner         = MainController.Instance.ModuleCreator.Create <ObjectSpawner>       ("ObjectSpawner");
     LevelCollection       = new LevelCollection();
     LevelLoader           = new LevelLoader();
     TimeingManager        = new TimeingManager();
     InputModuleUIMode     = new InputModuleUIMode();
     InputModulePlayMode   = new InputModulePlayMode();
     StageCreator          = new StageCreator();
     CoreParametersCreator = new CoreParametersCreator();
     PointSystemCreator    = new PointSystemCreator();
 }
Beispiel #2
0
    public RotatingPointSystem BuildPlayerFollowRingSetup(Transform _transformTheSystemIsAttachedTo)
    {
        RotatingPointSystem _newRotatingPointSystem = new RotatingPointSystem();

        bool createInveted = false;

        PointRing[] _systemPointRings = new PointRing[18];
        for (int i = 0; i < 18; i++)
        {
            if (createInveted == true)
            {
                createInveted        = false;
                _systemPointRings[i] = PointSystemCreator.Create3PointRing(PointSystemCreator.GetPlayerSetupSizeingPatternOfRingsForIndex(i));
            }
            else
            {
                createInveted        = true;
                _systemPointRings[i] = PointSystemCreator.Create3PointRingInverted(PointSystemCreator.GetPlayerSetupSizeingPatternOfRingsForIndex(i));
            }
            _systemPointRings[i].followTarget = _transformTheSystemIsAttachedTo;
            _systemPointRings[i].SpawnZAxisRotationParentObject();
            //_systemPointRings[i].transform.SetParent(_transformTheSystemIsAttachedTo);
        }
        //Setup Ring Follow Speed To Simulate Rings Spread

        //Actives Rings
        _systemPointRings[0].followSpeed = 8f;
        _systemPointRings[1].followSpeed = 7f;
        _systemPointRings[2].followSpeed = 5.6f;
        _systemPointRings[3].followSpeed = 4f;
        _systemPointRings[4].followSpeed = 3f;
        _systemPointRings[5].followSpeed = 2f;
        _systemPointRings[6].followSpeed = 1f;
        _systemPointRings[7].followSpeed = 0.8f;
        _systemPointRings[8].followSpeed = 0.5f;
        //Unactives Rings
        _systemPointRings[9].followSpeed  = 6f;
        _systemPointRings[10].followSpeed = 4f;
        _systemPointRings[11].followSpeed = 3f;
        _systemPointRings[12].followSpeed = 2f;
        _systemPointRings[13].followSpeed = 1f;
        _systemPointRings[14].followSpeed = 0.7f;
        _systemPointRings[15].followSpeed = 0.4f;
        _systemPointRings[16].followSpeed = 0.2f;
        _systemPointRings[17].followSpeed = 0.14f;

        //SetupRotationSpeeds to Simulate GravitionalForces

        _systemPointRings[0].rotationSpeed = 5f;
        _systemPointRings[1].rotationSpeed = 4.6f;
        _systemPointRings[2].rotationSpeed = 2f;
        _systemPointRings[3].rotationSpeed = 1f;
        _systemPointRings[4].rotationSpeed = 2f;
        _systemPointRings[5].rotationSpeed = 3.5f;
        _systemPointRings[6].rotationSpeed = 5f;
        _systemPointRings[7].rotationSpeed = 2f;
        _systemPointRings[8].rotationSpeed = 3f;
        //Unactives Rings
        _systemPointRings[9].rotationSpeed  = 1f;
        _systemPointRings[10].rotationSpeed = 0.7f;
        _systemPointRings[11].rotationSpeed = 1.2f;
        _systemPointRings[12].rotationSpeed = 1.8f;
        _systemPointRings[13].rotationSpeed = 2f;
        _systemPointRings[14].rotationSpeed = 4f;
        _systemPointRings[15].rotationSpeed = 5f;
        _systemPointRings[16].rotationSpeed = 7f;
        _systemPointRings[17].rotationSpeed = 2f;



        //CustomTransformSetupPattern
        Transform[] _positionPointTransformsForActiveForceObjects;
        Transform[] _positionPointTransformsForUnactiveForceObjects;

        _positionPointTransformsForActiveForceObjects     = new Transform[27];
        _positionPointTransformsForActiveForceObjects[0]  = _systemPointRings[0].Points[0].transform;
        _positionPointTransformsForActiveForceObjects[1]  = _systemPointRings[1].Points[0].transform;
        _positionPointTransformsForActiveForceObjects[2]  = _systemPointRings[2].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[3]  = _systemPointRings[0].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[4]  = _systemPointRings[1].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[5]  = _systemPointRings[2].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[6]  = _systemPointRings[0].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[7]  = _systemPointRings[1].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[8]  = _systemPointRings[2].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[9]  = _systemPointRings[3].Points[0].transform;
        _positionPointTransformsForActiveForceObjects[10] = _systemPointRings[4].Points[0].transform;
        _positionPointTransformsForActiveForceObjects[11] = _systemPointRings[5].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[12] = _systemPointRings[3].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[13] = _systemPointRings[4].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[14] = _systemPointRings[5].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[15] = _systemPointRings[3].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[16] = _systemPointRings[4].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[17] = _systemPointRings[5].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[18] = _systemPointRings[6].Points[0].transform;
        _positionPointTransformsForActiveForceObjects[19] = _systemPointRings[7].Points[0].transform;
        _positionPointTransformsForActiveForceObjects[20] = _systemPointRings[8].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[21] = _systemPointRings[6].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[22] = _systemPointRings[7].Points[1].transform;
        _positionPointTransformsForActiveForceObjects[23] = _systemPointRings[8].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[24] = _systemPointRings[6].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[25] = _systemPointRings[7].Points[2].transform;
        _positionPointTransformsForActiveForceObjects[26] = _systemPointRings[8].Points[1].transform;

        _positionPointTransformsForUnactiveForceObjects     = new Transform[27];
        _positionPointTransformsForUnactiveForceObjects[0]  = _systemPointRings[0].Points[0].transform;
        _positionPointTransformsForUnactiveForceObjects[1]  = _systemPointRings[1].Points[0].transform;
        _positionPointTransformsForUnactiveForceObjects[2]  = _systemPointRings[2].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[3]  = _systemPointRings[0].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[4]  = _systemPointRings[1].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[5]  = _systemPointRings[2].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[6]  = _systemPointRings[0].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[7]  = _systemPointRings[1].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[8]  = _systemPointRings[2].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[9]  = _systemPointRings[3].Points[0].transform;
        _positionPointTransformsForUnactiveForceObjects[10] = _systemPointRings[4].Points[0].transform;
        _positionPointTransformsForUnactiveForceObjects[11] = _systemPointRings[5].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[12] = _systemPointRings[3].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[13] = _systemPointRings[4].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[14] = _systemPointRings[5].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[15] = _systemPointRings[3].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[16] = _systemPointRings[4].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[17] = _systemPointRings[5].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[18] = _systemPointRings[6].Points[0].transform;
        _positionPointTransformsForUnactiveForceObjects[19] = _systemPointRings[7].Points[0].transform;
        _positionPointTransformsForUnactiveForceObjects[20] = _systemPointRings[8].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[21] = _systemPointRings[6].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[22] = _systemPointRings[7].Points[1].transform;
        _positionPointTransformsForUnactiveForceObjects[23] = _systemPointRings[8].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[24] = _systemPointRings[6].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[25] = _systemPointRings[7].Points[2].transform;
        _positionPointTransformsForUnactiveForceObjects[26] = _systemPointRings[8].Points[1].transform;

        _newRotatingPointSystem.SystemPointRings = _systemPointRings;
        _newRotatingPointSystem.PositionPointTransformsForActiveForceObjects  = _positionPointTransformsForActiveForceObjects;
        _newRotatingPointSystem.PositionPointTransformsForUnactiveFoceObjects = _positionPointTransformsForUnactiveForceObjects;
        _newRotatingPointSystem.TableOfAvaiablePointPositionsTransformsForActiveForceObjects  = new Dictionary <int, bool>(18);
        _newRotatingPointSystem.TableOfAvaiablePointPositionsTransformsForUnactiveFoceObjects = new Dictionary <int, bool>(18);
        _newRotatingPointSystem.SystemType = RotatingPointSystemType.PlayerFollowSystem;

        return(_newRotatingPointSystem);
    }