Beispiel #1
0
 public virtual void BindToLine()
 {
     if (track == null)
     {
         track = Track3.GetInstance();
     }
     if (null != (track as Track3))
     {
         transform.position = new Vector3(
             (track as Track3).XCoordOfLine(LineNumber),
             transform.position.y,
             transform.position.z);
     }
 }
Beispiel #2
0
        public void PutAllPoolablesToBlocks()
        {
            if (blockPrefab != null)
            {
                float         ZSizeBlock = BlockDecorator.ZSize;
                float         trackSizeZ = 0;
                Vector3       tarckStart = Vector3.zero;
                TrackAbstract track      = TrackAbstract.GetInstance();
                if (null == track)
                {
                    throw new UnityException("The Track is not found in scene");
                }
                else
                {
                    trackSizeZ = TrackAbstract.GetInstance().collider.bounds.size.z;
                    tarckStart = new Vector3(TrackAbstract.GetInstance().collider.bounds.center.x, 0f, TrackAbstract.GetInstance().collider.bounds.min.z);
                }
                List <IPoolable> Poolables;
                MonoBehaviour[]  behaviours = FindObjectsOfType(typeof(MonoBehaviour)) as MonoBehaviour[];
                if (behaviours != null)
                {
                    Poolables = behaviours.OfType <IPoolable>().ToList();
                }
                else
                {
                    Poolables = new List <IPoolable>(0);
                }

                for (int i = 0; i *ZSizeBlock < trackSizeZ; i++)
                {
                    GameObject newGO = Instantiate(blockPrefab, tarckStart + i * Vector3.forward * ZSizeBlock + Vector3.forward * ZSizeBlock * 0.5f, Quaternion.identity) as GameObject;
                    newGO.name = (i < 10)? "block_0" + i : "block_" + i;
                    foreach (IPoolable poolable in Poolables)
                    {
                        Bounds bound = new Bounds(newGO.transform.position, new Vector3(10000, 10000, ZSizeBlock));
                        if (bound.Contains(poolable.GetGameObject.transform.position))
                        {
                            poolable.GetGameObject.transform.parent = newGO.transform;
                        }
                    }
                }
            }
            else
            {
                Debug.LogWarning("Unable to pack poolables to blocks. Set blockPrefab to TrackChunkManager");
            }
        }
Beispiel #3
0
    void OnLevelWasLoaded()
    {
        if (IsCanUse)
        {
            if (Application.loadedLevelName != defaultLevel)
            {
                trackChunkManager           = TrackChunkManager.GetInstance();
                currentLevelConfiguration   = LevelConfiguration.Instance;
                PrefabInitializationManager = FindObjectOfType <PrefabInitializationManager>();



                if (PrefabInitializationManager != null)
                {
                    foreach (PrefabItem prefabItem in PrefabInitializationManager.PrefabItems)
                    {
                        if (prefabItem.prefab.GetComponent <AbstractPoolableObject>() != null)
                        {
                            Pool.InstantiateAndAdd(
                                prefabItem.prefab.GetComponent <AbstractPoolableObject>(),
                                prefabItem.count);
                        }
                    }
                }


                if (Controller.GetInstance() != null)
                {
                    TrackAbstract.GetInstance().CalculateTrackState(currentLevelConfiguration.DefaultPosition);
                    Controller.GetInstance().MoveToPosition(currentLevelConfiguration.DefaultPosition);
                    trackChunkManager.Initialize(currentLevelConfiguration.DefaultPosition);


                    CollectionInitializedEvent(info.bonuses);
                }
            }
            else
            {
                Pool = new Pool <AbstractPoolableObject>();
                trackChunkManager           = null;
                currentLevelConfiguration   = null;
                PrefabInitializationManager = null;
            }
        }
    }
Beispiel #4
0
        public void Init(Vector3 startPosition, IEnumerable <IPoolable> Pooalables, float size)
        {
            activated = false;
            this.startCenterPosition = startPosition;
            this.size   = size;
            enterTriger = gameObject.AddComponent <BoxCollider>();
            enterTriger.transform.position = this.startCenterPosition;
            enterTriger.size      = new Vector3(TrackAbstract.GetInstance().LineWidth *10f, 40f, 1f);
            enterTriger.isTrigger = true;

            var trigerScript = gameObject.AddComponent <EnterTrackChunkStartTrigger>();

            trigerScript.chunk = this;
            bounds             = new Bounds(startPosition + new Vector3(0f, 5f, size / 2f), new Vector3(100f, 20f, size));

            foreach (IPoolable poolable in Pooalables)
            {
                if (bounds.Contains(poolable.GetGameObject.transform.position))
                {
                    try
                    {
                        ISerializator serializator = (ISerializator)gameObject.AddComponent(SerializatorTypes.SerializatorFor(poolable.GetType().Name));
                        if (serializator == null)
                        {
                            Debug.LogWarning(poolable.GetType().Name + "Serializator not found");
                        }
                        else
                        {
                            serializator.Serialize(poolable);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogException(e);
                        Debug.LogError(poolable);
                    }
                }
            }
        }
Beispiel #5
0
        public override void Execute()
        {
            if (GameManager.Instance.trackChunkManager != null)
            {
                GameManager.Instance.trackChunkManager.DeInitialize();
                GameManager.Instance.trackChunkManager.Initialize(
                    GameManager.Instance.currentLevelConfiguration.DefaultPosition);
            }


            TrackAbstract.GetInstance().CalculateTrackState(GameManager.Instance.currentLevelConfiguration.DefaultPosition);


            Controller.GetInstance().MoveToPosition(GameManager.Instance.currentLevelConfiguration.DefaultPosition);

            Controller.GetInstance().PrepareToReplay();

            if (switchableBehaviour != null)
            {
                switchableBehaviour.Switch();
            }
        }
Beispiel #6
0
        public void GenerateChunks()
        {
            Debug.Log("GenereateChunks()");
            Vector3 trackSrart = Vector3.zero;
            int     chunkCount = 0;

            TrackAbstract track = TrackAbstract.GetInstance();

            if (null == track)
            {
                throw new UnityException("The Track is not found in scene");
            }
            else
            {
                float fullSize = track.GetComponent <Collider>().bounds.size.z;
                trackSrart = new Vector3(track.collider.bounds.center.x, track.collider.bounds.max.y,
                                         track.collider.bounds.min.z);
                chunkCount = Mathf.CeilToInt(fullSize / ChunkSize);
            }
            Debug.Log("chunkCount:" + chunkCount);
            trackChuncks = new List <TrackChunk>(chunkCount);
            List <IPoolable> Poolables;

            MonoBehaviour[] behaviours = FindObjectsOfType(typeof(MonoBehaviour)) as MonoBehaviour[];
            if (behaviours != null)
            {
                Poolables = behaviours.OfType <IPoolable>().ToList();
            }
            else
            {
                Poolables = new List <IPoolable>(0);
            }

            for (int j = 0; j < chunkCount; j++)
            {
                Vector3    startPoint  = trackSrart + new Vector3(0, 0, ChunkSize * j);
                GameObject newObjChunk = new GameObject {
                    name = "chunk" + j
                };
                UnityEditor.GameObjectUtility.SetStaticEditorFlags(newObjChunk, UnityEditor.StaticEditorFlags.BatchingStatic);
                newObjChunk.transform.parent = gameObject.transform;
                TrackChunk newChunk = newObjChunk.AddComponent <TrackChunk>();

                newChunk.Init(startPoint, Poolables, ChunkSize);

                newObjChunk.layer = newObjChunk.transform.parent.gameObject.layer;
                trackChuncks.Add(newChunk);
                Debug.Log("trackChunks.Count: " + trackChuncks.Count);
            }
            try
            {
                foreach (IPoolable poolable in Poolables)
                {
                    if (poolable != null)
                    {
                        if (poolable.GetGameObject != null)
                        {
                            DestroyImmediate(poolable.GetGameObject);
                        }
                    }
                }
            }
            catch (Exception)
            {
                Debug.Log("MissingReferenceException: The object of type 'Obstacle' has been destroyed but you are still trying to access it.");
            }

            EditorUtility.SetDirty(this);
        }
Beispiel #7
0
 protected virtual void OnDisable()
 {
     track = null;
 }
Beispiel #8
0
 public virtual void OnEnable()
 {
     track = TrackAbstract.GetInstance();
 }