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); } } } }
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>(); }
// Use this for initialization void Start() { m_RandomPlace = new RandomPlace(); setGameObject(); }