Example #1
0
    // 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;
        }
    }
Example #2
0
    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();
        }
    }