Example #1
0
 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);
 }
Example #3
0
        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);
 }