// Check if there are no more bricks then load next level. // TODO(shf): Brick is not used do we need it for this? void brickDestruction(HawkBrick brick) { if (brickManager.remainingBricks.Count <= 0) { // cleared level ballManager.resetBalls(); collectableManager.resetCollectables(); isgameStarted = false; loadNextLevel(); } }
// Event and collectable spawn chance methods internal void onBrickDestroy(HawkBrick brick) { float buffSpawnChance = UnityEngine.Random.Range(0, 100f); float debuffSpawnChance = UnityEngine.Random.Range(0, 100f); bool buffSpawned = false; if (buffSpawnChance <= collectableManager.buffChance) { collectableManager.makeBuff(brick); } if (debuffSpawnChance <= collectableManager.debuffChance && !buffSpawned) { collectableManager.makeDebuff(brick); } }
private void makeBricks() { remainingBricks = new List <HawkBrick>(); int[,] level = levels[currentLevel]; float currentSpawnX = initialBrickSpawnX; float currentSpawnY = initialBrickSpawnY; // used to make each new brick closer to camera to avoid // overlapping float zShift = 0; for (int row = 0; row < maxRows; row++) { for (int col = 0; col < maxCols; col++) { int brickType = level[row, col]; if (brickType > 0) { HawkBrick brick = Instantiate(brickPrefab, new Vector3(currentSpawnX, currentSpawnY, 0.0f - zShift), Quaternion.identity) as HawkBrick; brick.Init(bricksContainer.transform, sprites[brickType - 1], brickColors[brickType], brickType); remainingBricks.Add(brick); zShift += 0.0001f; } currentSpawnX += shiftAmount; if (col + 1 == maxCols) { currentSpawnX = initialBrickSpawnX; } } currentSpawnY -= shiftAmount; } initialBrickCount = remainingBricks.Count; onBricksLoaded?.Invoke(); }
void onBrickDestruction(HawkBrick brick) { // TODO(shf): Look into other alternatives to this onBrickDestroy(brick); }
void onBrickDestruction(HawkBrick obj) { updateRemainingBricks(); updateScoreText(10); }
public void makeDebuff(HawkBrick brick) { HawkCollectable prefab = availableDeBuffs[Random.Range(0, availableDeBuffs.Count)]; addToCollectableList(Instantiate(prefab, brick.transform.position, Quaternion.identity) as HawkCollectable); }