Exemple #1
0
    bool Explode(Vector3Int cellPos)
    {
        MapController.TileType tileType = GameManager.Instance.mapController.GetTileType(cellPos);

        if (tileType == MapController.TileType.NOT_DESTRUCTABLE)
        {
            return(false);
        }
        else if (tileType == MapController.TileType.DESTRUCTABLE)
        {
            int randSpawn = Random.Range(0, 3);

            GameManager.Instance.mapController.SetTileIntoTilemap(cellPos, null);
            if (randSpawn == 1)
            {
                int randType = Random.Range(0, 3);
                PowerupController.PowerType powerType;
                switch (randType)
                {
                case 0:
                    powerType = PowerupController.PowerType.BOMB;
                    break;

                case 1:
                    powerType = PowerupController.PowerType.POWER;
                    break;

                case 2:
                    powerType = PowerupController.PowerType.SPEED;
                    break;

                default:
                    powerType = PowerupController.PowerType.BOMB;;
                    break;
                }
                PowerupController.Create(powerUpPrefab, GameManager.Instance.mapController.GetCellCenter(cellPos), powerType);
            }
        }

        Vector3 centerCellPos = GameManager.Instance.mapController.GetCellCenter(cellPos);

        Instantiate(explosionPrefab, centerCellPos, Quaternion.identity);

        return(true);
    }
Exemple #2
0
 public void Persist <T>(_Entity entity)
 {
     if (typeof(T) == typeof(User))
     {
         UserController.Create((User)entity);
     }
     else if (typeof(T) == typeof(AppLocale))
     {
         AppLocaleController.Create((AppLocale)entity);
     }
     else if (typeof(T) == typeof(AppText))
     {
         AppTextController.Create((AppText)entity);
     }
     else if (typeof(T) == typeof(Bank))
     {
         BankController.Create((Bank)entity);
     }
     else if (typeof(T) == typeof(Battle))
     {
         BattleController.Create((Battle)entity);
     }
     else if (typeof(T) == typeof(City))
     {
         CityController.Create((City)entity);
     }
     else if (typeof(T) == typeof(Harbor))
     {
         HarborController.Create((Harbor)entity);
     }
     else if (typeof(T) == typeof(Inventory))
     {
         InventoryController.Create((Inventory)entity);
     }
     else if (typeof(T) == typeof(Item))
     {
         ItemController.Create((Item)entity);
     }
     else if (typeof(T) == typeof(Market))
     {
         MarketController.Create((Market)entity);
     }
     else if (typeof(T) == typeof(Powerup))
     {
         PowerupController.Create((Powerup)entity);
     }
     else if (typeof(T) == typeof(ProfileAI))
     {
         ProfileAiController.Create((ProfileAI)entity);
     }
     else if (typeof(T) == typeof(Quest))
     {
         QuestController.Create((Quest)entity);
     }
     else if (typeof(T) == typeof(Resource))
     {
         ResourceController.Create((Resource)entity);
     }
     else if (typeof(T) == typeof(Reward))
     {
         RewardController.Create((Reward)entity);
     }
     else if (typeof(T) == typeof(Scenario))
     {
         ScenarioController.Create((Scenario)entity);
     }
     else if (typeof(T) == typeof(UserGame))
     {
         UserGameController.Create((UserGame)entity);
     }
     else if (typeof(T) == typeof(Vessel))
     {
         VesselController.Create((Vessel)entity);
     }
     else if (typeof(T) == typeof(Weapon))
     {
         WeaponController.Create((Weapon)entity);
     }
     else
     {
         throw new Exception("Controller not implemented yet.");
     }
 }