Ejemplo n.º 1
0
    /*
     * void ShiftBreakable()
     * {
     *  float speed = (float)manager.GetSpeed() / 1000;
     *  for (int i = 0; i < breakableObjects.Length; i++)
     *  {
     *      //Debug.Log(poolObjects[i].);
     *      breakableObjects[i].transform.Translate(Vector2.left * shiftSpeed * speed);
     *      CheckDisposeObject(breakableObjects[i]);
     *  }
     * }
     */

    void CheckDisposeObject(PoolObject poolObject)
    {
        // randomize energy generation on scren
        if (poolObject.transform.name.Contains("energy"))
        {
            if (poolObject.transform.position.x < -defaultSpawnPos.x)
            {
                poolObject.Dispose();
                poolObject.transform.GetComponent <RunePickup>().Refresh();
                //poolObject.transform.position = new Vector2(1000, 0);
            }
        }

        /*
         *  // Reset breakable states to intact
         * if (poolObject.transform.name.Contains("Breakable"))
         * {
         *  if (poolObject.transform.position.x < -defaultSpawnPos.x * 1.2)
         *  {
         *      poolObject.Dispose();
         *      poolObject.transform.GetComponent<Breakable>().ResetStates();
         *      poolObject.transform.position = new Vector2(1000, 0);
         *
         *  }
         *  if(!spawnBreakable && !poolObject.transform.GetComponentInChildren<SpriteRenderer>().isVisible)
         *  {
         *      //poolObject.transform.gameObject.SetActive(false);
         *  }
         *  //Debug.Log("dispose breakable");
         *  //poolObject.transform.GetComponent<Breakable>().ResetStates();
         * }
         */
        // move object out of screen
        //poolObject.transform.position = new Vector2(1000, 0);

        // Recycle unused platform if player didn't choose it
        if (poolObject.transform.name.Contains("platform"))
        {
            if (poolObject.transform.position.x < -poolObject.transform.GetComponent <PlatformStatesSwitch>().GetSpriteLength() / 2f - 25)
            {
                poolObject.Dispose();
                poolObject.transform.position = new Vector2(1000, 0);
                poolObject.transform.GetComponent <PlatformStatesSwitch>().ResetStates();
            }
            //else if (poolObject.transform.position.x < 0 && poolObject.transform.GetComponent<PlatformStatesSwitch>().PlayerOnPlatform() == false) { poolObject.Dispose(); }
            //if(poolObject.transform.GetComponent<PlatformStatesSwitch>().PlayerOnPlatform() == true) { spawnBreakable = true; }
            //Debug.Log("Reset States " + poolObject.inUse);
        }
    }
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < -defaultSpawnPos.x)
     {
         poolObject.Dispose();
     }
 }
    /// <summary>
    /// Check if the parallaxed object has gone out of the screen
    /// </summary>
    void CheckDisposeObject(PoolObject poolObject)
    {
        float ComparingValue;


        if (gameObject.tag.Equals("Columns"))
        {
            ComparingValue = (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect;
        }

        else
        {
            ComparingValue = -defaultSpawnPos.x;
        }

        if (poolObject.transform.position.x < ComparingValue)
        {
            poolObject.Dispose();                               //Make sure the object is disposed and marked as unused
            poolObject.transform.position = Vector3.one * 1000; //Put it way off screen


            if (gameObject.tag.Equals("Columns"))
            {
                poolObject.transform.GetComponent <Column>().Animate(false);
                poolObject.transform.GetComponent <Column>().ResetToOriginalPos();
                poolObject.transform.GetChild(2).gameObject.SetActive(false);
            }
        }
    }
Ejemplo n.º 4
0
 private void checkDisposeObject(PoolObject poolObject)
 {
     if (poolObject.Transform.position.x < (-DefaultSpawnPosition.x * CurrentCamera.aspect) / targetApsect)
     {
         poolObject.Dispose();
         poolObject.Transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 5
0
 void CheckDisposeObject(PoolObject poolObject)     //nesnemiz ekranın dışına çıkmış mı
 {
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;            //nesne artık kullanılmadığı için çok uzaklara gönderilir.
     }
 }
Ejemplo n.º 6
0
 void CheckDisposeObject(PoolObject poolObject)
 {    //is our object out of the screen
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;            //the object is sent too far because it is no longer used.
     }
 }
Ejemplo n.º 7
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect / targetAspect)) // if position is less than negative spawn position, it should be off screen
     {
         poolObject.Dispose();                                                                       //set inUse to false
         poolObject.transform.position = Vector3.one * 1000;                                         //hides from player
     }
 }
Ejemplo n.º 8
0
 void CheckDisposeObject(PoolObject obj)
 {
     if (obj.transform.position.x < (-defaultSpwanPos.x * Camera.main.aspect) / targetAspect)
     {
         obj.Dispose();
         obj.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 9
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.y < -defaultSpawnPos.y - 5)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 10
0
 void CheckDisposeObject(PoolObject poolObject) //check用
 {
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector2.one * 9999;              // 用不到了
     }
 }
Ejemplo n.º 11
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < -defaultSpawnPos.x * Camera.main.aspect / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 12
0
 void CheckDisposeObject(PoolObject poolObject)              //check if parallax object is off screen
 {
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();                               //in use is now false
         poolObject.transform.position = Vector3.one * 1000; //put object way off screen
     }
 }
Ejemplo n.º 13
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * DISPOSE_POSITION;
     }
 }
Ejemplo n.º 14
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < -defoultSpawnPos.x - 80)
     {
         poolObject.Dispose();
         poolObject.transform.position = new Vector3(defoultSpawnPos.x, Random.Range(ySpawnRange.min, ySpawnRange.max));
     }
 }
Ejemplo n.º 15
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < -6.0)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < (-defaultSpawnPosition.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000; // somewhere way off screen
     }
 }
Ejemplo n.º 17
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < (-defaultSpawnPosition.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000; // to get the object out of sight
     }
 }
Ejemplo n.º 18
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     //place objects off screen
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 19
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     //place objects off screen
     if (poolObject.transform.position.x < xSpawnRange.minX * 2)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 20
0
 void CheckDisposeObject(PoolObject poolObject) //check if paralaxed obj off screen, if so dispose so it is availble to spawn again
 {
     //place objects off screen
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000; //making it way offscreen
     }
 }
Ejemplo n.º 21
0
 // check if poolobject off screen
 void CheckDisposeObject(PoolObject poolObject)
 {
     // if off screen (no matter the "real" aspect)
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();                               // mark as "unused" (can be respawned "safely" -- currently off screen)
         poolObject.transform.position = Vector3.one * 1000; // move offscreen
     }
 }
Ejemplo n.º 22
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     //place objects off screen)
     if (poolObject.transform.position.x < (coefficientDispose * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 23
0
 // Check if an object is off-screen
 void CheckDisposeObject(PoolObject poolObject)
 {
     // If an object is off-screen, dispose of it
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         // Set the objects position off-screen
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 24
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         System.Console.WriteLine(poolObject.transform.position.x);
         System.Console.WriteLine(-defaultSpawnPos.x);
         poolObject.Dispose();
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 25
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     // transform.localPosition
     if (poolObject.transform.localPosition.x < (-defaultSpawnPosition.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         // dont visible
         poolObject.transform.localPosition = Vector3.one * 1000;
     }
 }
Ejemplo n.º 26
0
    void CheckDisposeObject(PoolObject poolObject)
    {
        if (poolObject.transform.position.x < -2.25)
        {
            poolObject.Dispose();
            poolObject.transform.position = Vector2.one;
            Vector3 pos = Vector3.one;

            SpawnImmediate();
        }
    }
Ejemplo n.º 27
0
    void CheckDisposeObject(PoolObject poolObject)
    {
        // - for negative direction or off screen
        if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
        {
            poolObject.Dispose();

            // Move the pool object off the screen
            poolObject.transform.position = Vector3.one * 1000;
        }
    }
Ejemplo n.º 28
0
 //  Check to see if parallax object is off-screen, if it is, set inUse to false using Dispose()
 void CheckDisposedObject(PoolObject poolObject)
 {
     //  if our poolObject is on the left side of the camera
     if (poolObject.transform.position.x < -defaultSpawnPos.x)
     {
         //  set as unused
         poolObject.Dispose();
         // set position to someplace off-screen to the right
         poolObject.transform.position = Vector3.one * 1000;
     }
 }
Ejemplo n.º 29
0
 void CheckDisposeObject(PoolObject poolObject)
 {
     if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
     {
         poolObject.Dispose();
         if (poolSize > 3)
         {
             poolObject.transform.position = defaultPipePos;
         }
         else
         {
             poolObject.transform.position = Vector3.one * 1000;
         }
     }
 }
Ejemplo n.º 30
0
    /*void Shift()
     * {
     *  for (int i = 0; i < poolObjects.Length; i++)
     *  {
     *      poolObjects[i].transform.position += -Vector3.right * shiftSpeed * Time.deltaTime;
     *      CheckDisposedObject(poolObjects[i]);
     *  }
     *
     * } */

    void CheckDisposedObject(PoolObject poolObject)
    {
        Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position);

        if (screenPosition.y > Screen.height || screenPosition.y < 0)
        {
            print("dispose");
        }
        poolObject.Dispose();
        poolObject.transform.position = Vector3.one * 1000;


        //if (screenPosition.y > Screen.height || screenPosition.y < 0)
        //poolObject.Dispose();
        //poolObject.transform.position = Vector3.one * 1000;
    }