/*Sets up random vars to generate the level */ public Groundgenerator(GameObject[] gameObjects) { foreach (GameObject gObject in gameObjects) { ItemTypes itemtype = gObject.GetComponent <ObjectStatsInterface>().getType(); if (itemtype.Equals(ItemTypes.FLOOR)) { floor_Scale = gObject.transform.localScale; FillPositionsArray(floor_Scale.x); } if (gObject.GetComponent <ObjectStatsInterface>().getObjectClass().Equals(ObjectClass.OBSTACLE)) { KeyValuePair <ItemTypes, Vector2> temp = new KeyValuePair <ItemTypes, Vector2>(itemtype, gObject.GetComponent <ObstacleInterface>().GetPositionAndHeight()); if (!randomObjectsToSpawn.Contains(temp)) { randomObjectsToSpawn.Add(temp); } } } god = ObjectPooler.instance; god.setGameObjects(gameObjects); SetNewVariables(); }
public void HandleObjects(ItemTypes item, Vector3 position, int newValue) { GameObject temp = god.getOutOfObjectPool(item); if (temp != null && item.Equals(ItemTypes.COIN)) { temp.SetActive(true); temp.GetComponent <CoinInterface>().setValue(newValue); temp.transform.position = position; temp.transform.rotation = Quaternion.Euler(0, 0, 0); } }