public GameObject CreateWaveElement(WaveSpawnModel model) { GameObject go = UnityEngine.Object.Instantiate(Resources.Load<GameObject>("Prefab/UI/EditorView/Level/WaveElement")); EditableBehaviour editableBehaviour = go.AddComponent<EditableBehaviour>(); editableBehaviour.SetOnSpawnBarrierChangedCallback(refreshNumeration); editableBehaviour.SetWaveModel(model); addDebugPathIfShould(go); return go; }
public void Update(Transform content, WaveSpawnModel waveModel) { waveExecutor = new WaveActionExecutor(waveModel); createChangeSpawnBarrierField().transform.SetParent(content, false); createChangeWaveCountField().transform.SetParent(content, false); createChangeWaveSpawnOffsetField().transform.SetParent(content, false); createChangeSpeedField().transform.SetParent(content, false); createChangeHealthField().transform.SetParent(content, false); createChangePathField().transform.SetParent(content, false); createChangeGridField().transform.SetParent(content, false); createChangeDamageField().transform.SetParent(content, false); createChangeTypeField().transform.SetParent(content, false); }
WaveSpawnModel createWaveModel() { model = new WaveSpawnModel(); model.spawnBarrier = spawnBarrier; model.count = DEFAULT_COUNT; model.spawnOffset = DEFAULT_SPAWN_OFFSET; model.speed = DEFAULT_SPEED; model.type = DEFAULT_TYPE; model.health = DEFAULT_HEALTH; model.path = DEFAULT_PATH; model.grid = DEFAULT_GRID; model.damage = DEFAULT_DAMAGE; return model; }
public ActiveWaveModelChangeEvent(WaveSpawnModel model) { this.model = model; }
public void Execute(WaveSpawnModel model) { model.count = count; }
public RemoveWaveAction(WaveSpawnModel model) { this.model = model; }
public void Execute(WaveSpawnModel model) { model.health = health; }
public void Execute(WaveSpawnModel model) { model.spawnOffset = spawnOffset; }
public void Execute(LevelModelComponent component) { model = createWaveModel(); component.waves.Add(model); }
public void Execute(WaveSpawnModel model) { model.grid = grid; }
public void Execute(WaveSpawnModel model) { model.type = type; }
public WaveActionExecutor(WaveSpawnModel model) { this.model = model; }
public void SetWaveModel(WaveSpawnModel waveModel) { this.waveModel = waveModel; SetSpawnBarrier(waveModel.spawnBarrier); }
public void Execute(WaveSpawnModel model) { model.damage = damage; }
public void Execute(WaveSpawnModel model) { model.spawnBarrier = spawnBarrier; }
public void Execute(WaveSpawnModel model) { model.path = path; }
public void Execute(WaveSpawnModel model) { model.speed = speed; }