Ejemplo n.º 1
0
    void Start()
    {
        gameSession = FindObjectOfType <GameSession>();
        shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShots);
        bonus       = FindObjectOfType <BonusSpawner>();

        if (boss)
        {
            FindObjectOfType <MusicPlayer>().TurnOnBossTheme();
        }
    }
Ejemplo n.º 2
0
 public MapCreator(Settings settings,
                   MapParser mapParser,
                   MapObjectsManager mapObjectsManager,
                   TankSpawner tankSpawner,
                   BonusSpawner bonusSpawner,
                   MapSettingsManager mapSettingsManager)
 {
     _settings           = settings;
     _mapParser          = mapParser;
     _mapObjectsManager  = mapObjectsManager;
     _tankSpawner        = tankSpawner;
     _bonusSpawner       = bonusSpawner;
     _mapSettingsManager = mapSettingsManager;
 }
Ejemplo n.º 3
0
    public void CreatePath(MeshCreatorPool meshCreator, BonusSpawner bonusSpawner, GameObject blockPrefab, Vector3 startPos, int StartPlatformSize = 3, int PathWidth = 1, int PathLength = 20)
    {
        Vector3 partSize;

        if (blockPrefab.GetComponent <BoxCollider>())
        {
            partSize = blockPrefab.GetComponent <BoxCollider>().size;
        }
        else
        {
            partSize = blockPrefab.AddComponent <BoxCollider>().size;
        }

        List <Vector3> startPlatformPositionsList = GenerateStartPlatformShape(partSize, startPos, StartPlatformSize);
        List <Vector3> pathPositionsList          = GeneratePathShape(partSize, startPos, StartPlatformSize, PathWidth, PathLength);

        meshCreator.CreateMesh(startPlatformPositionsList, pathPositionsList, blockPrefab);
        bonusSpawner.SpawnBonuses(pathPositionsList, PathWidth);
    }
 // Use this for initialization
 void Start()
 {
     bonusSpawner = FindObjectOfType <BonusSpawner>();
     gameSession  = FindObjectOfType <GameSession>();
     enemyHealth  = GetComponent <ActorHealth>();
 }
Ejemplo n.º 5
0
 public void SetSpawner(BonusSpawner spawner)
 {
     m_spawner = spawner;
 }