// Use this for initialization void Start() { CWorld.Instance.SetEnemy(this); SRVector pos = new SRVector(transform); CWorld.Instance.SetEnemyStartPosition(pos); }
public void AddPlayer(string in_prefab_path, SRVector in_coord) { _player = new CScenePlayerObjects { Prefab_path = in_prefab_path, X = in_coord.position.x, Y = in_coord.position.y, Z = in_coord.position.z }; }
public void AddPlatform(string in_prefab_path, SRVector in_coord) { CScenePlatformObjects new_platform = new CScenePlatformObjects(); new_platform.Prefab_path = in_prefab_path; new_platform.X = in_coord.position.x; new_platform.Y = in_coord.position.y; new_platform.Z = in_coord.position.z; _platforms_list.Add(new_platform); }
public void AddEnemy(string in_prefab_path, SRVector in_coord) { CSceneEnemyObjects new_enemy = new CSceneEnemyObjects(); new_enemy.Prefab_path = in_prefab_path; new_enemy.X = in_coord.position.x; new_enemy.Y = in_coord.position.y; new_enemy.Z = in_coord.position.z; _enemies_list.Add(new_enemy); }
public void AddGoal(string in_prefab_path, SRVector in_coord) { CSceneGoalObjects new_goal = new CSceneGoalObjects(); new_goal.Prefab_path = in_prefab_path; new_goal.X = in_coord.position.x; new_goal.Y = in_coord.position.y; new_goal.Z = in_coord.position.z; _goals_list.Add(new_goal); }
public void AddCoin(string in_prefab_path, SRVector in_coord) { CSceneCoinObjects new_coin = new CSceneCoinObjects(); new_coin.Prefab_path = in_prefab_path; new_coin.X = in_coord.position.x; new_coin.Y = in_coord.position.y; new_coin.Z = in_coord.position.z; _coins_list.Add(new_coin); }
// Use this for initialization void Start() { SRVector pos = new SRVector(transform); CWorld.Instance.SetPlayerStartPosition(pos); _rb = GetComponent <Rigidbody>(); _collider = GetComponent <BoxCollider>(); CWorld.Instance.HUD.Refresh(); _tr = transform; CWorld.Instance.SetPlayer(this); }
private void SaveObjects() { CSceneSafeLoad new_scene_to_save = new CSceneSafeLoad(_scene_name); var objects_to_save = GameObject.FindGameObjectsWithTag("ToSave"); var number_of_objects = objects_to_save.Length; for (int i = 0; i < number_of_objects; i++) { Transform tr = objects_to_save[i].transform; SRVector coords = new SRVector(tr.position, tr.rotation); if (objects_to_save[i].GetComponent <PlayerController>() != null) { new_scene_to_save.AddPlayer("Player", coords); } if (objects_to_save[i].GetComponent <CoinController>() != null) { new_scene_to_save.AddCoin("Coin", coords); } if (objects_to_save[i].GetComponent <GoalController>() != null) { new_scene_to_save.AddGoal("Goal", coords); } if (objects_to_save[i].GetComponent <EnemyController>() != null) { new_scene_to_save.AddEnemy("Enemy", coords); } if (objects_to_save[i].GetComponent <PlatformController>() != null) { new_scene_to_save.AddPlatform("Platform", coords); } } _fm.JsonToFile(new_scene_to_save, _scene_name); }
public void SetEnemyStartPosition(SRVector in_pos) { _enemy_start_position = in_pos; }
public void SetPlayerStartPosition(SRVector in_pos) { _player_start_position = in_pos; }