void Start() { diseaseButtons = new DiseaseButton[diseases.Length]; for (int i = 0; i < diseases.Length; i++) { DiseaseButton db = GameObject.Instantiate(diseaseButtonPrefab); diseaseButtons[i] = db; db.transform.parent = buttonBar.transform; db.uses = diseases[i].uses; db.disease = diseases[i].disease; db.transform.localPosition = new Vector3(i * 50 + 50, 0); } for (int i = 0; i < circleCount; i++) { Vector2 randomPositionOnScreen = Camera.main.ViewportToWorldPoint(new Vector2(Random.value, Random.value)); Instantiate(circle, randomPositionOnScreen, Quaternion.identity); } for (int i = 0; i < triangleCount; i++) { Vector2 randomPositionOnScreen = Camera.main.ViewportToWorldPoint(new Vector2(Random.value, Random.value)); Instantiate(triangle, randomPositionOnScreen, Quaternion.identity); } for (int i = 0; i < squareCount; i++) { Vector2 randomPositionOnScreen = Camera.main.ViewportToWorldPoint(new Vector2(Random.value, Random.value)); Instantiate(square, randomPositionOnScreen, Quaternion.identity); } }
public void Damage(int damage) { health += damage; // AdjustSize (); if (health <= 1) { if (cells.Contains(this)) { cells.RemoveAt(cells.IndexOf(this)); } for (int i = 0; i < diseases.Count; i++) { Disease.diseases--; } if (cells.Count < 1) { WinPanel.Win(); } print("Cell death"); Util.CheckForGameOver(); Destroy(gameObject); DiseaseButton.AddDisease(); return; } CalculateScale(); }