public static BonusScore Create(Vector2 position, int bonusAmount) { Transform bonusScoreTrans = Instantiate(GameAssets.i.bonusScore, position, Quaternion.identity); BonusScore bonusScore = bonusScoreTrans.GetComponent <BonusScore>(); bonusScore.Setup(bonusAmount); return(bonusScore); }
private void FillAllObjects(int row, string currentLine) { for (int col = 0; col < currentLine.Length; col++) { char symbol = currentLine[col]; switch (symbol) { case Constant.WallSymbol: Wall newWall = new Wall(Constant.WallSymbol, new MatrixCoords(row, col)); this.allObjects.Add(newWall); this.allWalls.Add(newWall as Wall); break; case Constant.ScoreSymbol: Score newScore = new NormalScore(Constant.ScoreSymbol, new MatrixCoords(row, col)); Pacman.GameObjects.Path newPath = new Pacman.GameObjects.Path(Constant.PathSymbol, new MatrixCoords(row, col)); this.allPaths.Add(newPath); this.allObjects.Add(newScore); this.allScore.Add(newScore as NormalScore); break; case Constant.BonusSymbol: Score newBonus = new BonusScore(Constant.BonusSymbol, new MatrixCoords(row, col)); Pacman.GameObjects.Path newPath2 = new Pacman.GameObjects.Path(Constant.PathSymbol, new MatrixCoords(row, col)); this.allPaths.Add(newPath2); this.allObjects.Add(newBonus); this.allScore.Add(newBonus as BonusScore); break; case Constant.EmptySymbol: Wall newWall2 = new Wall(Constant.EmptySymbol, new MatrixCoords(row, col)); this.allObjects.Add(newWall2); this.allWalls.Add(newWall2); break; default: break; } } }
public void BonusScoreDisplay() { BonusScore.Create(transform.position, bonus); ScoreController.instance.bonus = bonus; }
public void BonusScoreDisplay() { BonusScore.Create(transform.position, bonus); }