/// <summary> /// Could pass a Transform to parent the Cabinet, but I like it in the scene root. /// </summary> public GameObject SpawnCabinet(LevelStats i_stats) { GameObject cabinet = GameObject.Instantiate(i_stats.cabinetPrefab); cabinet.name = "CabinetInstance"; cabinet.transform.position = Vector3.zero; return(cabinet); }
public void SpawnMoles(HoleManager holeManager, LevelStats i_stats) { for (int i = 0; i < i_stats.moles.Count; i++) { GameObject moleObj = GameObject.Instantiate(i_stats.moles[i].molePrefab); moleObj.name = "Mole #" + i.ToString(); moleObj.transform.SetParent(holeManager.transform); Mole mole = moleObj.AddComponent <Mole>(); mole.behaviour = GameObject.Instantiate(i_stats.moles[i]); mole.StartMoleCycle(holeManager); } }
private void LevelStartEvent(LevelStats i_stats) { levelTime = i_stats.levelDuration; StartCoroutine(ReduceTime()); }