public void PlayGame()
    {
        rb.bodyType = RigidbodyType2D.Dynamic;
        Finish finish = FindObjectOfType <Finish>();

        if (finish.dynamicRB == true)
        {
            finish.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
        }
    }
Exemple #2
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    private void GenerateContent()
    {
        //instantiate player
        Player newPlayer = Instantiate(playerPrefab, transform) as Player;

        newPlayer.name = "Player";

        while (GetWall(startCoordinate - new Coordinate(0, 1)) != null)
        {
            startCoordinate -= new Coordinate(0, 1);
        }

        newPlayer.transform.position = new Vector3(startCoordinate.x * 1.6f - size.x * 0.7f + 0.2f, startCoordinate.y * 1.6f - size.y * 0.7f + 0.2f, 0.0f);

        //instantiate finish
        Finish newFinish = Instantiate(finishPrefab, transform) as Finish;

        newFinish.name = "Finish";
        newFinish.GetComponent <Finish>().hasFinished = false;

        newFinish.transform.position = new Vector3(endCoordinate.x * 1.6f - size.x * 0.7f + 0.2f, endCoordinate.y * 1.6f - size.y * 0.7f + 0.2f, 0.0f);

        //start spawning enemy once 3 rooms are completed
        if (saveGame.RoomsCompleted() > 3)
        {
            //instantiate enemy
            for (int x = 0; x < path.Count; x++)
            {
                if (!(path[x].coordinates.x < 3))
                {
                    if (CanPlaceEnemy(path[x].coordinates))
                    {
                        Enemy newEnemy = Instantiate(EnemyPrefab, transform) as Enemy;
                        newEnemy.name = "Enemy";

                        int groundY = path[x].coordinates.y;
                        while (GetWall(new Coordinate(path[x].coordinates.x, groundY) - new Coordinate(0, 1)) != null)
                        {
                            groundY -= 1;
                        }

                        newEnemy.transform.position = new Vector3(path[x].coordinates.x * 1.6f - size.x * 0.7f + 0.2f, groundY * 1.6f - size.y * 0.7f + 0.2f, 0.0f);
                        return;
                    }
                }
            }
        }
    }