public void DisableSpawning(ESpawner eSpawner) { switch (eSpawner) { case ESpawner.player: { playerSpawnerManager.gameObject.SetActive(false); break; } case ESpawner.weapon: { weaponSpawnerManager.gameObject.SetActive(false); break; } case ESpawner.bonus: { bonusSpawnerManager.gameObject.SetActive(false); break; } default: { Assert.IsTrue(false); break; } } }
public Room Load(String sourceFile) { hideItems = false; bossRoom = false; Rectangle defaultRect = new Rectangle(-100, -100, 0, 0); blockRect = defaultRect; bombRect = defaultRect; Blocks = new List <IObject>(); Items = new List <IObject>(); Enemies = new List <IEnemy>(); mapX = 0; mapY = 0; Background = 0; Walls = false; loadFromFile(sourceFile); //Creating Enemy Spawner // Debug.WriteLine(hideItems); if (!bossRoom) { ESpawner eSpawn = new ESpawner(Game, Enemies, tempWord, sprites, !hideItems); ESpawner1 = eSpawn; } return(new Room(mapX, mapY, Background, Walls, sprites, Blocks, Items, Enemies, bombRect, blockRect, hideItems, ESpawner1, bossRoom)); }
public Room(int inMapX, int inMapY, int inBG, bool inWalls, Dictionary <String, Texture2D> spriteSheets, List <IObject> inBlocks, List <IObject> inItems, List <IEnemy> inEnemies, Rectangle inBombRectangle, Rectangle inBlockRectangle, bool inHideItems, ESpawner eSpawner, bool inBossRoom ) { bombRectangle = inBombRectangle; blockRectangle = inBlockRectangle; hiddenItems = inHideItems; EnemySpawner = eSpawner; screenX = 130; screenY = 110; wallDestRect = new Rectangle(screenX, screenY, 16 * blockBaseDimension * blockSizeMod, 11 * blockBaseDimension * blockSizeMod); floorDestRect = new Rectangle(screenX + (2 * blockBaseDimension * blockSizeMod), screenY + (2 * blockBaseDimension * blockSizeMod), 12 * blockBaseDimension * blockSizeMod, 7 * blockBaseDimension * blockSizeMod); originalFloor = new Rectangle(screenX + (2 * blockBaseDimension * blockSizeMod), screenY + (2 * blockBaseDimension * blockSizeMod), 12 * blockBaseDimension * blockSizeMod, 7 * blockBaseDimension * blockSizeMod); originalWall = new Rectangle(screenX, screenY, 16 * blockBaseDimension * blockSizeMod, 11 * blockBaseDimension * blockSizeMod); sprites = spriteSheets; Background = inBG; Walls = inWalls; Blocks = inBlocks; if (!hiddenItems) { Items = inItems; } else { HiddenItemList = inItems; Items = new List <IObject>(); } bossRoom = inBossRoom; Enemies = inEnemies; PlayerProjectiles = new List <IPlayerProjectile>(); EnemyProjectiles = new List <IEnemyProjectile>(); mapX = inMapX; mapY = inMapY; isTransition = false; //if (EnemySpawner != null) //{ // if (hiddenItems) EnemySpawner.enabled = false;//if there are hidden items, allow the player to clear a room then immediately start spawning // else EnemySpawner.enabled = true;//if no hidden items then start spawning as soon as the room is entered //} }
void Awake() { Instance = this; enemySpawner = GetComponent <ESpawner>(); }