//TODO: actually finish this up. public override void loadLevel(BaseLevelData data, GameController game) { if (data.getLevelDataType() != WeightedListLevelData.LEVEL_DATA_TYPE) { Debug.Log("Error: Invalid level data for this loader."); return; } WeightedListLevelData levelData = data as WeightedListLevelData; WeightedList <BaseTargetFactory> _factoryList = levelData.getFactoryList(); //Load the level into the game. for (int i = 0; i < levelData.getDifficulty(); i++) { float targetX = UnityEngine.Random.Range(X_MIN, X_MAX); float targetY = UnityEngine.Random.Range(Y_MIN, Y_MAX); float targetSize = UnityEngine.Random.Range(TARGET_MIN, TARGET_MAX); BaseTargetFactory factory = _factoryList.getItem(); BaseTarget target = factory.makeTarget(); game.addTarget(target, targetX, targetY, targetSize); } game.setTime(levelData.getTime(), true); }
public void loadScalingTestLevel() { Debug.Log("Load Scaling Test Level Called!"); WeightedListLevelData level = new WeightedListLevelData(10, 15f); BaseTargetFactory scalingTargetFactory = new ScalingTargetFactory(0.25f, 0.5f, 1.25f, 1.5f, 1.0f, 5.0f); level.addFactory(scalingTargetFactory); GameSettings.instance.loadLevel(level); }
public void loadMovingTestLevel() { Debug.Log("Load Moving Test Level Called!"); WeightedListLevelData level = new WeightedListLevelData(10, 15f); BaseTargetFactory movingTargetFactory = new MovingTargetFactory(0, (float)Math.PI * 2, 0.5f, 1.25f, 0.5f, 5.0f); level.addFactory(movingTargetFactory); GameSettings.instance.loadLevel(level); }