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);
 }
Example #3
0
 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;
 }
Example #9
0
 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;
 }