public Player SpawnPlayer(Vector3 _spawnPosition) { Player spawnedPlayer = InstantiateModule.InstantiateObjectWithScript <Player>(PrefabCollection.Player); spawnedPlayer.transform.position = _spawnPosition; return(spawnedPlayer); }
public Core SpawnCore(CoreParameters _coreSpawnParameters) { Core _spawnedCore = InstantiateModule.InstantiateObjectWithScript <Core>(PrefabCollection.Core); _spawnedCore.SetupParameters(_coreSpawnParameters); return(_spawnedCore); }
public SpawnPointWheel SpawnWheelSpawnerObject(Vector2 _spawnPosition) { SpawnPointWheel spawnedSpawnPointWheel = InstantiateModule.InstantiateObjectWithScript <SpawnPointWheel>(PrefabCollection.SpawnPointWheel); spawnedSpawnPointWheel.transform.position = _spawnPosition; return(spawnedSpawnPointWheel); }
public OrbitatingSpawnKickTargetPoint SpawnOrbitatingSpawnKickTargetPoint(Vector2 _position) { OrbitatingSpawnKickTargetPoint spawnedOrbiationWheel = InstantiateModule.InstantiateObjectWithScript <OrbitatingSpawnKickTargetPoint>(PrefabCollection.OrbitatingSpawnKickTargetPoint); spawnedOrbiationWheel.Setup(); spawnedOrbiationWheel.transform.position = _position; return(spawnedOrbiationWheel); }
public OrbitationWheel SpawnOrbitationWheel(Vector2 _position) { OrbitationWheel spawnedOrbiationWheel = InstantiateModule.InstantiateObjectWithScript <OrbitationWheel>(PrefabCollection.OrbitationWheel); spawnedOrbiationWheel.Setup(); spawnedOrbiationWheel.transform.position = _position; return(spawnedOrbiationWheel); }
public Defender SpawnDefender(Vector3 _spawnPosition) { Defender spawnedDefender = InstantiateModule.InstantiateObjectWithScript <Defender>(PrefabCollection.Defender); ForceObjectCloud spawnedForceObjectCloud = InstantiateModule.InstantiateObjectWithScript <ForceObjectCloud>(PrefabCollection.ForceObjectCloud); spawnedForceObjectCloud.transform.SetParent(spawnedDefender.transform); spawnedDefender.transform.position = _spawnPosition; return(spawnedDefender); }
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(); }
public void CreatePool(Transform prefab, int capacity, string name) { GameObject createdPoolHolder = new GameObject(name); createdPoolHolder.transform.SetParent(this.transform); int poolKey = prefab.GetInstanceID(); Queue <PoolableObject> newPool = new Queue <PoolableObject>(capacity); for (int i = 0; i < capacity; i++) { PoolableObject newObject = InstantiateModule.InstantiateObjectWithScript <PoolableObject>(prefab); newObject.SetPoolKey(poolKey); newObject.gameObject.transform.SetParent(createdPoolHolder.transform); newObject.gameObject.SetActive(false); newPool.Enqueue(newObject); } _poolDictionary.Add(poolKey, newPool); }
public PointRing Create3PointRingInverted(float _size) { PointRing _newPointRing = InstantiateModule.InstantiateObjectWithScript <PointRing>(PrefabCollection.PointRing); PositionPoint[] _positionPoints = new PositionPoint[3]; for (int i = 0; i < _positionPoints.Length; i++) { _positionPoints[i] = InstantiateModule.InstantiateObjectWithScript <PositionPoint>(PrefabCollection.PositionPoint); } _positionPoints[0].transform.position = new Vector3(0 * _size, -2.7f * _size, 5 * _size); _positionPoints[1].transform.position = new Vector3(0 * _size, -2.7f * _size, -5 * _size); _positionPoints[2].transform.position = new Vector3(0 * _size, 6f * _size, 0 * _size); _newPointRing.Points = _positionPoints; for (int i = 0; i < _positionPoints.Length; i++) { _positionPoints[i].transform.SetParent(_newPointRing.transform); } return(_newPointRing); }