public void CreateSprite(Sprite sprite, Vector3 position, BBEntityStats stats, int number) { Transform spawn = null; switch (sprite) { case Sprite.PLAYER: // Player hierarchy is different than every other object, so passing parameters is handled a bit differently spawn = Instantiate(this.playerSpawnFab, position, Quaternion.identity) as Transform; break; case Sprite.TURRET: spawn = Instantiate(this.turretSpawnFab, position, Quaternion.identity) as Transform; break; case Sprite.BOMBER: spawn = Instantiate(this.bomberSpawnFab, position, Quaternion.identity) as Transform; break; case Sprite.DUMMY: spawn = Instantiate(this.dummySpawnFab, position, Quaternion.identity) as Transform; break; } if (spawn != null) { BBSpawnExplosionResult explosionResult = spawn.GetComponent<BBSpawnExplosionResult>(); explosionResult.SpawnNumber = number; explosionResult.SpawnStats = stats; BBExplosion explosion = spawn.GetComponent<BBExplosion>(); if (explosion != null) { explosion.Explode(1.0f); } } }
public void Init(int number, BBEntityStats stats) { this.number = number; this.actionPlayerController = transform.Find(BBSceneConstants.actionEntity).GetComponent<BBActionPlayerController>(); this.actionPlayerController.Init(number, stats); GameObject.FindGameObjectWithTag(BBSceneConstants.canvasControllerTag).GetComponent<BBCanvasController>().SyncPlayerStat(this.number, stats); }
public void SyncPlayerStat(int number, BBEntityStats stats) { Transform targetHUD = transform.FindChild(playerHUD + " " + number); targetHUD.GetComponent<BBPlayerHUDController>().Stats = stats; }
public void CreateSprite(Sprite sprite, Vector3 position, BBEntityStats stats) { this.CreateSprite(sprite, position, stats, (int)BBSceneConstants.NumberConventions.DEFAULTNUMBER); }
// If number is not needed, just feed it a negative number. This will be the convention we use instead of assigning it random values public SpawnUnit(BBSpriteFactory.Sprite sprite, float spawnDelaySeconds, float spawnOffsetSeconds, BBCoordinate coordinate, bool atOpenCoordinate, BBEntityStats stats, int number) { this.sprite = sprite; this.spawnSeconds = spawnDelaySeconds + spawnOffsetSeconds; this.coordinate = coordinate; this.atOpenCoordinate = atOpenCoordinate; this.stats = stats; this.number = number; }
public SpawnUnit CreateSpawnUnit(BBSpriteFactory.Sprite sprite, float spawnDelaySeconds, BBCoordinate coordinate, bool atValidCoordinate, BBEntityStats stats) { return this.CreateSpawnUnit(sprite, spawnDelaySeconds, coordinate, atValidCoordinate, stats, (int)BBSceneConstants.NumberConventions.DEFAULTNUMBER); }
// Place wherever you want public SpawnUnit CreateSpawnUnit(BBSpriteFactory.Sprite sprite, float spawnDelaySeconds, BBCoordinate coordinate, bool atValidCoordinate, BBEntityStats stats, int number) { BBNode referencedNode = this.gridController.grid[coordinate.x, coordinate.y]; return new SpawnUnit(sprite, spawnDelaySeconds, this.timer.Seconds, coordinate, atValidCoordinate, stats, number); }
public void Init(int number, BBEntityStats stats) { this.number = number; this.stats = stats; }