Beispiel #1
0
    public void ResetGame()
    {
        velocity = initialVelocity;
        // remove all active buildings
        foreach (var building in activeBuildings)
        {
            Destroy(building.gameObject);
        }
        activeBuildings.Clear();

        Vector3 startPos = startBuilding.transform.localPosition;

        startPos.x = 0f;
        startBuilding.transform.localPosition = startPos;


        SpawnNewBuilding(new Vector3(24f, -1f, 0f));
        SpawnNewBuilding(new Vector3(48f, -1f, 0f));

        foreach (var building in toBeAdded)
        {
            activeBuildings.Add(building);
        }
        toBeAdded.Clear();

        foreach (var obj in FindObjectsOfType(typeof(RunnerGamePowerup)))
        {
            RunnerGamePowerup powerup = obj as RunnerGamePowerup;
            Destroy(powerup.gameObject);
        }
    }
Beispiel #2
0
    void SpawnPowerup(Combo combo, Vector3 pos)
    {
        Debug.Log("Spawning powerup with shape: " + combo.shape);
        RunnerGamePowerup newPowerup = Instantiate(powerup) as RunnerGamePowerup;;

        switch (combo.shape)
        {
        case Combo.Shape.Shape0:
            newPowerup.shape = Combo.Shape.Shape0;
            break;

        case Combo.Shape.Shape1:
            newPowerup.shape = Combo.Shape.Shape1;
            break;

        case Combo.Shape.Shape2:
            newPowerup.shape = Combo.Shape.Shape2;
            break;
        }
        newPowerup.transform.parent = transform;
        Vector3 spawnPos = pos;

        newPowerup.transform.localPosition = spawnPos;
        newPowerup.world = world;

        newPowerup.GetComponent <ComboIndicator>().SetCombo(combo);
    }