// Use this for initialization void Awake() { enabled_coins = 0; mangos_container = GameObject.Find("MangosContainer").transform; map_Coin_Group = new Dictionary <string, Comp_Coin_Group>(); for (int i = 0; i < list_Coin_Group.Count; ++i) { GameObject aux = (GameObject)Instantiate(list_Coin_Group[i], Vector3.zero, Quaternion.identity); Comp_Coin_Group comp_Coin_Group = aux.GetComponent <Comp_Coin_Group>(); map_Coin_Group[comp_Coin_Group.name] = comp_Coin_Group; //Debug.Log("dictionary entry: " + comp_Coin_Group.name); } // POOL DE COINS pool_Coins = new List <cCoin>(); for (int i = 0; i < pool_size; ++i) { GameObject go_coin = (GameObject)Instantiate(coin_Prefab, Vector3.zero, Quaternion.Euler(new Vector3(90, 0, 0))); pool_Coins.Add(go_coin.GetComponent <Comp_Coin>().coin); go_coin.transform.parent = mangos_container; pool_Coins[i].Disable(); pool_Coins[i].index = i; } }
public void SpawnCoinGroup(string name, Vector3 position) { Vector3 spawn_position = Coin_Spawn_Point.position; if (GameLogicManager.Instance.GetPlayerPosition().x + 2 > Coin_Spawn_Limit_Point.position.x) { return; } Comp_Coin_Group comp_Coin_Group = map_Coin_Group[name]; for (int i = 0; i < comp_Coin_Group.positions.Count; ++i) { cCoin coin = getFirstCoinAvaible(); coin._transform.position = comp_Coin_Group.positions[i].position + spawn_position; coin.Enable(); } }