Example #1
0
    private void LoadHealth(int numberOfHealths)
    {
        healthPickups = new GameObject[numberOfHealths];
        for (int i = 0; i < numberOfHealths; i++)
        {
            healthPickups[i] = Instantiate(HealthPickupPrefab, new Vector3(i * 2, 1, i), Quaternion.identity);

            var healthPickup = healthPickups[i].GetComponent <HealthPickup>();

            var spawnPoint = HealthSpawnPoints.GetNextObject();

            healthPickup.gameObject.transform.position  = spawnPoint.transform.position;
            healthPickup.gameObject.transform.position += Vector3.up * 0.3f;

            SpriteRotator spriteRotator = healthPickups[i].GetComponentInChildren <SpriteRotator>();
            if (spriteRotator != null)
            {
                if (players != null && players.Length != 0)
                {
                    spriteRotator.allPlayers = players;
                }
                else
                {
                    Debug.Log("Health pickup missing players.");
                }
            }
            else
            {
                Debug.Log("Health pickup missing a sprite rotator.");
            }
        }
    }
Example #2
0
    public void Initialize(Star star)
    {
        rotator   = GetComponentInChildren <SpriteRotator>();
        host_Star = star;
        starType  = star.Get_Star_Type();

        Generate_Planets();
    }
Example #3
0
    public void Activate(Star host_Star, int orbit_Zone, int ring_Index)
    {
        planet         = GetComponentInChildren <Planet>();
        preview        = GetComponentInChildren <Planet_Info_Preview>();
        overview       = GetComponentInChildren <Planet_Overview>();
        planet_Rotator = bodyObject.GetComponent <SpriteRotator>();
        orbit_Draw     = gameObject.AddComponent <Orbit_Drawer>();

        Deactivate_Planet_Preview();

        star = host_Star;
        zone = orbit_Zone;

        Set_Orbit_Size(ring_Index);

        Generate_Planet();
    }
Example #4
0
    private void LoadWeapon(int numberOfWeapons)
    {
        weaponPickups = new GameObject[numberOfWeapons];

        System.Random rnd    = new System.Random();
        int           rndInt = rnd.Next(0, numberOfWeapons);

        for (int i = 0; i < numberOfWeapons; i++)
        {
            weaponPickups[i] = Instantiate(WeaponPickupPrefab, new Vector3(i * 2, 1, i), Quaternion.identity);

            var weaponPickup = weaponPickups[i].GetComponent <WeaponPickup>();

            GameObject lilPuffPuff = weaponPickup.transform.Find("SpriteRenderer").Find("LilPuffPuff").gameObject;

            var spawnPoint = WeaponSpawnPoints.GetNextObject();

            //Refactor
            switch (LevelWeaponMode)
            {
            case WeaponMode.All:
                if (i == rndInt)
                {
                    weaponPickup.weaponType = WeaponType.Cigar;
                    lilPuffPuff.SetActive(true);
                }
                else
                {
                    weaponPickup.weaponType = GetRandomEnum <WeaponType>(2);
                    lilPuffPuff.SetActive(false);
                }
                break;

            case WeaponMode.CigarOnly:
                weaponPickup.weaponType = WeaponType.Cigar;
                lilPuffPuff.SetActive(true);
                break;

            default:
                break;
            }

            weaponPickup.gameObject.transform.position  = spawnPoint.transform.position;
            weaponPickup.gameObject.transform.position += Vector3.up * 0.3f;

            SpriteRotator spriteRotator = weaponPickups[i].GetComponentInChildren <SpriteRotator>();
            if (spriteRotator != null)
            {
                if (players != null && players.Length != 0)
                {
                    spriteRotator.allPlayers = players;
                    if (weaponPickup.weaponType == WeaponType.Cigar)
                    {
                        spriteRotator.spriteToChangeTo = cigarSprite;
                    }
                    else if (weaponPickup.weaponType == WeaponType.Bottle)
                    {
                        spriteRotator.spriteToChangeTo = bottleSprite; //A bottle of Sprite TM
                    }
                    else //Bone
                    {
                        spriteRotator.spriteToChangeTo = boneSprite;
                    }
                }
                else
                {
                    Debug.Log("Weapon pickup missing players.");
                }
            }
            else
            {
                Debug.Log("Weapon pickup missing a sprite rotator.");
            }
        }
    }