Example #1
0
        private void SetPickUps()
        {
            for (int i = 0; i < randomPlaces.Count; i++)
            {
                RandomPlace place = randomPlaces[i];
                if (place.placeChoosen.Equals(currentSceneName))
                {
                    // SE QUISER RETIRAR UM SCENE OBJECT ESPECIFICO DA ALEATORIZAÇÃO, SÓ MUDAR O PARÂMETRO DELE NA MISSÃO
                    if (place.sceneObjectPickUp.Equals(""))
                    {
                        List <GameObject> listScene = new List <GameObject>(GameObject.FindGameObjectsWithTag("SceneObject"));
                        listScene.RemoveAll(obj => obj.GetComponent <SceneObject>() == null || !obj.GetComponent <SceneObject>().canHavePickUp);

                        // GARANTIR QUE OS SCENE OBJECTS DE UMA MESMA CENA TEM NOMES DIFERENTES
                        if (listScene != null && listScene.Count > 0)
                        {
                            int j = UnityEngine.Random.Range(0, listScene.Count);
                            place.sceneObjectPickUp = listScene[j].name;
                        }
                    }

                    if (!place.sceneObjectPickUp.Equals(""))
                    {
                        CreateScenePickUp(place.sceneObjectPickUp, place.objectToPick, i);
                    }
                }
            }
        }
Example #2
0
    private void PlaceDiamonds(PlaceOrder rule = PlaceOrder.Random)
    {
        IPlaceable placeObject;

        if (rule == PlaceOrder.Oredered)
        {
            placeObject = new OrderPlace();
        }
        else
        {
            placeObject = new RandomPlace();
        }

        placeObject.Place(_diamondsPositions, _collectablePool, _lastIndex);

        _lastIndex++;
        _lastIndex = (_lastIndex >= _maxPlacesInStack) ? 0 : _lastIndex;

        _diamondsPositions = new List <Vector3>();
    }
Example #3
0
 // Use this for initialization
 void Start()
 {
     m_RandomPlace = new RandomPlace();
     setGameObject();
 }