Exemple #1
0
    private void CreateAllVirus()
    {
        BigVirusBehaviour bigVirusBlueBehaviour   = bigVirusBlue.GetComponent <BigVirusBehaviour>();
        BigVirusBehaviour bigVirusRedBehaviour    = bigVirusRed.GetComponent <BigVirusBehaviour>();
        BigVirusBehaviour bigVirusYellowBehaviour = bigVirusYellow.GetComponent <BigVirusBehaviour>();
        VirusBehaviour    virusBehaviour          = null;

        for (int i = 0; i < _quantityBlueVirus; i++)
        {
            GameObject virus = GameObject.Instantiate(_virusPrefab["blue"], new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 0));
            virusBehaviour = virus.GetComponent <VirusBehaviour>();
            virusBehaviour.SetBigVirusAndBoard(bigVirusBlueBehaviour, transform.gameObject);
        }
        for (int i = 0; i < _quantityRedVirus; i++)
        {
            GameObject virus = GameObject.Instantiate(_virusPrefab["red"], new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 0));
            virusBehaviour = virus.GetComponent <VirusBehaviour>();
            virusBehaviour.SetBigVirusAndBoard(bigVirusRedBehaviour, transform.gameObject);
        }
        for (int i = 0; i < _quantityYellowVirus; i++)
        {
            GameObject virus = GameObject.Instantiate(_virusPrefab["yellow"], new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 0));
            virusBehaviour = virus.GetComponent <VirusBehaviour>();
            virusBehaviour.SetBigVirusAndBoard(bigVirusYellowBehaviour, transform.gameObject);
        }
    }
Exemple #2
0
    public Virus(Color virusColor, Transform parent, Dictionary <string, int> position, Transform self, VirusBehaviour behaviuor)
    {
        VirusColor     = virusColor;
        PositionRow    = position["row"];
        PositionColumn = position["column"];
        Behaviour      = behaviuor;
        Vector3 pos = new Vector3(Constants.VirusSizeColumn * (position["column"] + 1) + Constants.InitPositionColumns,
                                  Constants.VirusSize * (position["row"] + 1) + Constants.InitPositionRows, 0);

        self.position = pos;
        self.parent   = parent;
        IsDestroyed   = false;
    }
Exemple #3
0
    public void MyAwake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        Debug.Log("Fui criado hee");
    }
Exemple #4
0
 void Start()
 {
     //Get Parent Reference
     ParentScript = transform.parent.gameObject.GetComponent <VirusBehaviour>();
 }
Exemple #5
0
    void Awake()
    {
        #region SINGLETON
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
        }
        #endregion

        UIBehaviours = new List <IBehaviour>();
        Behaviours   = new List <IBehaviour>();

        // Add UI Behaviours
        UIBehaviours.Add(mapUI as IBehaviour);

        // Cria todos os behaviours
        GameObject virusObj = CreateObj("VirusBehaviour");
        virusBehaviour = virusObj.AddComponent <VirusBehaviour>();
        virusBehaviour.virusPopperPrefab = VirusPopperPrefab;
        virusBehaviour._VirusUI          = virusUI;

        GameObject mapObj = CreateObj("MapBehaviour");
        mapBehaviour = mapObj.AddComponent <MapBehaviour>();
        mapBehaviour.RegionPrefab       = RegionPrefab;
        mapBehaviour.WGrid              = 41;
        mapBehaviour.HGrid              = 27;
        mapBehaviour.SeaLevel           = 0.4f;
        mapBehaviour.Scale              = 0.2f;
        mapBehaviour.transform.position = new Vector3(-8.881f, -5f);

        GameObject wallObj = CreateObj("TrumpBehaviour");
        trumpBehaviour            = wallObj.AddComponent <TrumpBehaviour>();
        trumpBehaviour.WallPrefab = WallPrefab;

        AddBehaviour(mapBehaviour as IBehaviour);
        AddBehaviour(virusBehaviour as IBehaviour);
        AddBehaviour(trumpBehaviour as IBehaviour);

        GameObject timerManager = CreateObj("TimerManager");
        timer = timerManager.AddComponent <Timer>();

        timeUI.timer = timer;

        // Run Logic Behaviours first
        foreach (IBehaviour behaviour in Behaviours)
        {
            behaviour.MyAwake();
        }

        foreach (IBehaviour behaviour in Behaviours)
        {
            behaviour.MyStart();
        }

        // Run UI Behaviours second
        foreach (IBehaviour behaviour in UIBehaviours)
        {
            behaviour.MyAwake();
        }

        foreach (IBehaviour behaviour in UIBehaviours)
        {
            behaviour.MyStart();
        }
    }