public void AssignParent(InfiniteObject2D infiniteObject, ObjectType objectType) { switch (objectType) { case ObjectType.Ladder: infiniteObject.SetParent(ladderParent); break; } }
/// <summary> /// This method should be called everytime an object is spawned in the game /// </summary> /// <param name="index"></param> /// <param name="locationOffset"></param> /// <param name="slot"></param> /// <param name="angle"></param> /// <param name="objectType"></param> /// <param name="infiniteObject"></param> /// <returns></returns> public InfiniteObject2D ObjectSpawned(int slot, ObjectType objectType, InfiniteObject2D infiniteObject) { Debug.Log("Spawing LSots " + slot); lastObjectSpawnDistance[slot] = totalDistance[slot] + infiniteObject.GetSize().y; //totalDistance += infiniteObject.GetSize().y; InfiniteObject2D previousObject = null; previousObject = topObject[slot]; topObject[slot] = infiniteObject; return previousObject; }
public void SetBottomInfiniteObject(int location, InfiniteObject2D infiniteObject) { bottomObject[location]= infiniteObject; }
private void LadderSpawned(InfiniteObject2D infinteObject2D) { }