Beispiel #1
0
        public BandOfMinion(Tile tile, int count = 0)
        {
			int quantity = count > 0 ? count : tile.quantity;
                
            switch((TileType) tile.type)
            {
                case TileType.MINION_RED:
                    Initialize(MinionColor.RED, quantity);
                    break;
                case TileType.MINION_BLUE:
                    Initialize(MinionColor.BLUE, quantity);
                    break;
                case TileType.MINION_GREEN:
                    Initialize(MinionColor.GREEN, quantity);
                    break;
                case TileType.MINION_YELLOW:
                    Initialize(MinionColor.YELLOW, quantity);
                    break;
            }

            if (_minions.Count > 0)
            {
                AnchorToTile(tile);
            }
        }
Beispiel #2
0
 private void PopulateTile(Tile tile, int count = 0)
 {
     switch ((TileType) tile.type)
     {
         case TileType.MINION_RED:
         case TileType.MINION_BLUE:
         case TileType.MINION_GREEN:
         case TileType.MINION_YELLOW:
             Game.instance.tileToMinions.Add(tile.index, new BandOfMinion(tile, count));
             break;
     }
 }
Beispiel #3
0
        public void RefreshTile(Tile tile)
        {
            GameObject  go      = tile.type < _gameObjects.Length ? _gameObjects[tile.type] : _gameObjects[0];
            GameObject  tileGO  = GameObject.Instantiate(go);

            tileGO.name = tile.gameObject.name;
            tileGO.transform.position = tile.gameObject.transform.position;
            tileGO.transform.SetParent(_root.transform);
			Game.instance.tileToMinions.Remove (tile.index);
            Destroy(tile.gameObject);

            tile.gameObject = tileGO;

			PopulateTile(tile, Random.Range(BonusConfiguration.MIN_POP_MINIONS, BonusConfiguration.MAX_POP_MINIONS + 1));
        }
Beispiel #4
0
        public void AnchorToTile(Tile tile)
        {
            for (int i = 0; i < _minions.Count; i++)
            {
                Minion minion = _minions[i];

                minion.anchor = tile.gameObject.transform;
                minion.transform.position = tile.gameObject.transform.position;

				minion.setMinionOffset (i);
				minion.transform.position = minion.anchor.position + tile.size/2.5f * minion.offsetPosition;
				minion.targetPosition = minion.transform.position;

                minion.transform.SetParent(tile.gameObject.transform);
            }
        }