public Collectable SpawnAllCollectables(SampoProductType type)
        {
            foreach (Collectable collectable in _collectables)
            {
                InitCollectable(collectable, type);
            }

            return(_collectables[0]);
        }
        public Collectable SpawnCollectable(SampoProductType type,
                                            bool launchToPosition)
        {
            // True: the collectable flies to its position
            // False: the collectable just appears at its position
            _launchToPosition = launchToPosition;

            return(SpawnCollectable(type));
        }
        public void SpawnCollectables(SampoProductType type,
                                      int amount, float interval)
        {
            _spawnMultiple = true;
            _collType      = type;
            _leftToSpawn   = amount;
            _spawnInterval = interval;

            // Ensures that one collectable is spawned immediately
            _elapsedTime = interval;
        }
        public void SpawnCollectables(SampoProductType type,
                                      int amount, float interval, bool launchToPosition)
        {
            // True: the collectable flies to its position
            // False: the collectable just appears at its position
            _launchToPosition = launchToPosition;

            _randomProduct = false;

            SpawnCollectables(type, amount, interval);
        }
Ejemplo n.º 5
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 public void Init(SampoProductType sampoProductType, Sampo sampo, Vector3 spawnPosition)
 {
     _sampoProductType     = sampoProductType;
     _sampo                = sampo;
     transform.position    = spawnPosition;
     _fadeOutTimeModified  = _fadeOutTimeBase + Random.Range(-_startFadingOutTimeVariance, _startFadingOutTimeVariance);
     _fadeOutTimeCountdown = _fadeOutTimeModified;
     GetComponent <Renderer>().material.color = _originalColor;
     _newColor = _originalColor;
     _startFadingOutTimeCounter = 0f;
 }
 private void ResetSpawning()
 {
     _collType      = SampoProductType.None;
     _spawnMultiple = false;
     _randomProduct = false;
     _elapsedTime   = 0;
     _leftToSpawn   = 0;
     if (EndGenerating != null)
     {
         EndGenerating();
     }
 }
Ejemplo n.º 7
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        public void SpawnSampoProduct(SampoProductType sampoProduct)
        {
            switch (sampoProduct)
            {
                case SampoProductType.Grain:
                    _sampoProduct = _sampo._grainPool.GetPooledObject();
                    break;
                case SampoProductType.Salt:
                    _sampoProduct = _sampo._saltPool.GetPooledObject();
                    break;
                case SampoProductType.Gold:
                    _sampoProduct = _sampo._goldPool.GetPooledObject();
                    break;
            }

            if (_sampoProduct != null) {

                _sampoProduct.Init(sampoProduct, _sampo, transform.position);

                #region Scaling
                // Scale the sampo product randomly, to make them look more unique.
                float productScale = 1.5f;

                if (_sampoProductType == SampoProductType.Grain)
                {
                    productScale = Random.Range(1.5f, 3f);
                }

                if (_sampoProductType == SampoProductType.Salt)
                {
                    productScale = Random.Range(1.5f, 3f);
                }

                _sampoProduct.transform.localScale = new Vector3(productScale, productScale, productScale);
                #endregion

                // Calculate the direction toward which the sampo product should be launched towards.
                Vector3 launchDirection = (transform.position - _sampoMiddle.transform.position) +
                    new Vector3(Random.Range(-_randomDirectionMultiplier, _randomDirectionMultiplier), 0f, Random.Range(-_randomDirectionMultiplier, _randomDirectionMultiplier));
                launchDirection.y = 0f; // Null the vertical direction.
                launchDirection.Normalize();

                // Launch the sampo product along the launchDirection vector.
                _sampoProduct.GetComponent<Rigidbody>().AddForce(launchDirection * (_launchForceMultiplier + Random.Range(-_launchForceVariance, _launchForceVariance)), ForceMode.Impulse);
            }
        }
Ejemplo n.º 8
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        public void Init(SampoProductType type)
        {
            Type = type;

            switch (Type)
            {
            case SampoProductType.Grain:
            {
                _collectableObject = _grainModel;
                _scoreType         = Scorekeeper.ScoreType.CollectableGrain;
                break;
            }

            case SampoProductType.Salt:
            {
                _collectableObject = _saltModel;
                _scoreType         = Scorekeeper.ScoreType.CollectableSalt;
                break;
            }

            case SampoProductType.Gold:
            {
                _collectableObject = _goldModel;
                _scoreType         = Scorekeeper.ScoreType.CollectableGold;
                break;
            }

            default:
            {
                _collectableObject = null;
                Debug.LogError("Invalid collectable type.");
                break;
            }
            }

            SetDefaults();

            _motionCompleted = false;
            _elapsedTime     = 0;

            State = CollectableState.Idle;
        }
        public Collectable SpawnCollectable(SampoProductType type)
        {
            Collectable collectable = GetRandomItemFromPool();

            if (collectable != null)
            {
                if (_randomProduct)
                {
                    type = GetRandomProductType();
                }

                InitCollectable(collectable, type);
            }
            else
            {
                Debug.LogWarning("No collectables in pool.");
            }

            return(collectable);
        }
        private void InitCollectable(Collectable collectable,
                                     SampoProductType type)
        {
            if (type == SampoProductType.None)
            {
                Debug.LogError
                    ("Trying to initialize a collectable with type None.");
                return;
            }

            collectable.ShowCollectableObject(false);
            collectable.Init(type);
            collectable.ShowCollectableObject(true);
            collectable.gameObject.SetActive(true);

            if (_launchToPosition)
            {
                // Launches the collectable from the spawner's position
                // to the collectable's own target position
                collectable.LaunchToPosition
                    (transform.position, _launchSpeed);
            }
        }