public override void Initialize(mg_ss_EItemTypes p_itemType, mg_ss_IItemMovement p_movement, Vector2 p_spawnPointBottom, Vector2 p_spawnPointTop, float p_screenWidth, bool p_chaosItem) { m_chaosItem = p_chaosItem; base.Initialize(p_itemType, p_movement, p_spawnPointBottom, p_spawnPointTop, p_screenWidth, p_chaosItem); if (m_chaosItem) { SetInitialPosition(new Vector2(p_spawnPointBottom.x, Random.Range(p_spawnPointBottom.y, p_spawnPointTop.y))); } }
public virtual void Initialize(mg_ss_EItemTypes p_itemType, mg_ss_IItemMovement p_movement, Vector2 p_spawnPointBottom, Vector2 p_spawnPointTop, float p_screenHalfWidth, bool p_chaosItem) { m_movement = p_movement; m_screenHalfWidth = p_screenHalfWidth; ItemFinished = false; ItemType = p_itemType; CollideState = mg_ss_ECollideState.NONE; Animation = mg_ss_EItemAnimation.IDLE; SetInitialPosition(p_spawnPointBottom); }
public void SpawnItem(mg_ss_EItemTypes p_itemType, mg_ss_IItemMovement p_movement, float p_timeAdjustment, bool p_chaosItem = false) { GameObject resource = GetResource(p_itemType); if (resource != null) { MinigameSpriteHelper.AssignParentTransform(resource, m_transformParent); mg_ss_ItemObject component = resource.GetComponent <mg_ss_ItemObject>(); m_spawnedItems.Add(component); Vector2 p_spawnPointTop = m_spawnTop.position; Vector2 p_spawnPointBottom = m_spawnBottom.position; p_spawnPointBottom.x = p_spawnPointTop.x; component.Initialize(p_itemType, p_movement, p_spawnPointBottom, p_spawnPointTop, m_screenHalfWidth, p_chaosItem); component.UpdatePosition(p_timeAdjustment, ConveyorSpeed); CheckHighlight(component); } }
public void Bounce() { m_movement = new mg_ss_ItemMovement_Bounce(CalculateRandomBounceVelocity()); m_movement.Initialize(this); }
public override void Initialize(mg_ss_EItemTypes p_itemType, mg_ss_IItemMovement p_movement, Vector2 p_spawnPointBottom, Vector2 p_spawnPointTop, float p_screenWidth, bool p_chaosItem) { base.Initialize(p_itemType, p_movement, p_spawnPointBottom, p_spawnPointTop, p_screenWidth, p_chaosItem); SetInitialPosition(p_spawnPointTop); }