private GameObject CreateMonster(GameObject door, AssemblyCSharp.MonsterTemplate monsterTemplate) { GameObject prefab = getPrefab (monsterTemplate.getType()); List<float> position = Instantiation.instance.getMonsterWalkablePositions (); int posIndex = Random.Range (0, position.Count); Vector3 pos = new Vector3 (door.transform.localPosition.x + 3 * door.transform.right.x, prefab.transform.position.y, position[posIndex]); GameObject monster = InstantiateMonster (prefab, pos); monster.GetComponent<AbstractMonsterController> ().setSpeed (monsterTemplate.getSpeed()); return monster; }
public void RegisterObserver(AssemblyCSharp.IClassicTetrisStateObserver observer) { if (!mRegisteredObservers.Contains (observer)) mRegisteredObservers.Add (observer); }
private void NotifyObservers(AssemblyCSharp.ClassicTetrisStateUpdate stateUpdate) { foreach (AssemblyCSharp.IClassicTetrisStateObserver observer in mRegisteredObservers) { observer.notify (stateUpdate); } }
public void UnregisterObserver(AssemblyCSharp.IClassicTetrisStateObserver observer) { mRegisteredObservers.Remove (observer); }
void OnButtonMouseUp(object sender, AssemblyCSharp.ButtonEventArgs e) { }
public void UnregisterObserver(AssemblyCSharp.IMenuObserver observer) { mRegisteredObservers.Remove (observer); }
public void RegisterObserver(AssemblyCSharp.IMenuObserver observer) { mRegisteredObservers.Add (observer); }
void AssemblyCSharp.IClassicTetrisStateObserver.notify(AssemblyCSharp.ClassicTetrisStateUpdate stateUpdate) { if (stateUpdate == AssemblyCSharp.ClassicTetrisStateUpdate.GameEnded) { menuFunction = mainMenu; } }
private void NotifyObservers(AssemblyCSharp.GameState newState) { foreach (AssemblyCSharp.IMenuObserver observer in mRegisteredObservers) { observer.notify (newState); } }