void Spawn(float x, float y, string conexions, RoomCreator.RoomType type) { Vector2 spawnPos = new Vector2(x, y); RoomCreator.Conexions nameEnum = (RoomCreator.Conexions)Enum.Parse(typeof(RoomCreator.Conexions), conexions); Room room = roomScript.SetupRoom(nameEnum, spawnPos, type, boss); room.SetEnemies(enemiesPrefabs, turretsPrefabs); rooms.Add(spawnPos, room); }
public Room(RoomType rt, Status s, Vector2 p, Conexions c, GameObject b) { roomType = rt; status = s; position = p; conexions = c; bossPrefab = b; if (roomType == RoomType.boss) { Vector3 pos = p; Quaternion quaternion = Quaternion.identity; int direction = 0; switch (c) { case Conexions.T: pos = new Vector3(p.x + 7.5f, p.y + 4, 0); quaternion = Quaternion.identity; direction = 0; break; case Conexions.B: pos = new Vector3(p.x + 7.5f, p.y + 12, 0); quaternion = Quaternion.Euler(new Vector3(0, 0, 180)); direction = 1; break; case Conexions.L: pos = new Vector3(p.x + 12, p.y + 7.5f, 0); quaternion = Quaternion.Euler(new Vector3(0, 0, 90)); direction = 2; break; case Conexions.R: pos = new Vector3(p.x + 4, p.y + 7.5f, 0); quaternion = Quaternion.Euler(new Vector3(0, 0, 270)); direction = 3; break; default: break; } bossEnemy = Instantiate(bossPrefab, pos, quaternion); bossEnemy.GetComponent <BossEnemy>().SetDirection(direction); bossEnemy.GetComponent <BossEnemy>().SetRoom(this); nEnemies = 1; } }