private void LoadHealth(int numberOfHealths) { healthPickups = new GameObject[numberOfHealths]; for (int i = 0; i < numberOfHealths; i++) { healthPickups[i] = Instantiate(HealthPickupPrefab, new Vector3(i * 2, 1, i), Quaternion.identity); var healthPickup = healthPickups[i].GetComponent <HealthPickup>(); var spawnPoint = HealthSpawnPoints.GetNextObject(); healthPickup.gameObject.transform.position = spawnPoint.transform.position; healthPickup.gameObject.transform.position += Vector3.up * 0.3f; SpriteRotator spriteRotator = healthPickups[i].GetComponentInChildren <SpriteRotator>(); if (spriteRotator != null) { if (players != null && players.Length != 0) { spriteRotator.allPlayers = players; } else { Debug.Log("Health pickup missing players."); } } else { Debug.Log("Health pickup missing a sprite rotator."); } } }
public void Initialize(Star star) { rotator = GetComponentInChildren <SpriteRotator>(); host_Star = star; starType = star.Get_Star_Type(); Generate_Planets(); }
public void Activate(Star host_Star, int orbit_Zone, int ring_Index) { planet = GetComponentInChildren <Planet>(); preview = GetComponentInChildren <Planet_Info_Preview>(); overview = GetComponentInChildren <Planet_Overview>(); planet_Rotator = bodyObject.GetComponent <SpriteRotator>(); orbit_Draw = gameObject.AddComponent <Orbit_Drawer>(); Deactivate_Planet_Preview(); star = host_Star; zone = orbit_Zone; Set_Orbit_Size(ring_Index); Generate_Planet(); }
private void LoadWeapon(int numberOfWeapons) { weaponPickups = new GameObject[numberOfWeapons]; System.Random rnd = new System.Random(); int rndInt = rnd.Next(0, numberOfWeapons); for (int i = 0; i < numberOfWeapons; i++) { weaponPickups[i] = Instantiate(WeaponPickupPrefab, new Vector3(i * 2, 1, i), Quaternion.identity); var weaponPickup = weaponPickups[i].GetComponent <WeaponPickup>(); GameObject lilPuffPuff = weaponPickup.transform.Find("SpriteRenderer").Find("LilPuffPuff").gameObject; var spawnPoint = WeaponSpawnPoints.GetNextObject(); //Refactor switch (LevelWeaponMode) { case WeaponMode.All: if (i == rndInt) { weaponPickup.weaponType = WeaponType.Cigar; lilPuffPuff.SetActive(true); } else { weaponPickup.weaponType = GetRandomEnum <WeaponType>(2); lilPuffPuff.SetActive(false); } break; case WeaponMode.CigarOnly: weaponPickup.weaponType = WeaponType.Cigar; lilPuffPuff.SetActive(true); break; default: break; } weaponPickup.gameObject.transform.position = spawnPoint.transform.position; weaponPickup.gameObject.transform.position += Vector3.up * 0.3f; SpriteRotator spriteRotator = weaponPickups[i].GetComponentInChildren <SpriteRotator>(); if (spriteRotator != null) { if (players != null && players.Length != 0) { spriteRotator.allPlayers = players; if (weaponPickup.weaponType == WeaponType.Cigar) { spriteRotator.spriteToChangeTo = cigarSprite; } else if (weaponPickup.weaponType == WeaponType.Bottle) { spriteRotator.spriteToChangeTo = bottleSprite; //A bottle of Sprite TM } else //Bone { spriteRotator.spriteToChangeTo = boneSprite; } } else { Debug.Log("Weapon pickup missing players."); } } else { Debug.Log("Weapon pickup missing a sprite rotator."); } } }