Exemple #1
0
        public static IBrick GetBrick(EBrickType brickType, GameObject owner)
        {
            IBrick brick;

            switch (brickType)
            {
            case EBrickType.Damage:
                brick = new DamageBrick();
                break;

            case EBrickType.Slow:
                brick = new SlowBrick();
                break;

            default:
                brick = new NullBrick();
                break;
            }

            brick.SetUp(owner);

            return(brick);
        }
Exemple #2
0
    public void GenBrick()
    {
        if (PlayerObject.IsPlay)
        {
            var         xPosition = Random.Range(leftLimiter.position.x, rightLimiter.position.x);
            var         position  = new Vector3(xPosition, transform.position.y, 0f);
            BrickObject newBrick;
            if (0 < Bricks.Count)
            {
                newBrick = Bricks.Dequeue();
                newBrick.transform.position = position;
                newBrick.gameObject.SetActive(true);
            }
            else
            {
                newBrick = Instantiate(brickPrefab, position, Quaternion.identity, transform);
            }

            float      randomBrick = Random.Range(0f, 100f);
            EBrickType brickType   = EBrickType.Damage;
            if (EBrickType.Count != brickTypeOverride)
            {
                brickType = brickTypeOverride;
            }
            else
            {
                if (50f <= randomBrick)
                {
                    brickType = EBrickType.Slow;
                }
            }

            newBrick.ownBrick = BrickFactory.GetBrick(brickType, newBrick.gameObject);
            newBrick.spriteRenderer.sprite = sprites[(int)brickType];
        }
    }