//private InteractiveObjectsMassive _bonus; //надо создавать бонусы и пихать их в ГПК public InteractiveInitialization(InteractiveFactory interactiveFactory, int dataCount, GamePoolContext gamePoolContext) { _interactiveFactory = interactiveFactory; _data = interactiveFactory.GiveInteractiveData(); //работает. //Object.Destroy(_gamePoolContext.InteractiveModels[1].InteractiveStructe.Enemy); //_bonus = new InteractiveObjectsMassive(); for (var i = 0; i < dataCount; i++) { //_gamePoolContext.InteractiveModels[i].InteractiveStructe.Enemy = _interactiveFactory.CreateInteractiveFromMass(i); _currentEnemy = _interactiveFactory.CreateInteractiveFromMass(i); var InteractiveStruct = _data._interactiveStructe; _currentEnemy.transform.position = InteractiveStruct[i]._position; _currentEnemy.AddComponent <InteractiveProvider>(); _currentEnemy.GetComponent <InteractiveProvider>().health = _data._interactiveStructe[i].Health; _currentEnemy.GetComponent <InteractiveProvider>().speed = _data._interactiveStructe[i].Speed; _currentEnemy.GetComponent <InteractiveProvider>().type = _data._interactiveStructe[i].Type; _currentEnemy.GetComponent <InteractiveProvider>().positionInList = i; InteractiveStruct[i].Enemy = _currentEnemy; _currentEnemy.GetComponent <InteractiveProvider>().GetGamePoolContext(gamePoolContext); _currentEnemy.AddComponent <RadarObj>(); _currentEnemy.GetComponent <RadarObj>().enabled = false; _currentEnemy.GetComponent <RadarObj>().enabled = true; var interactiveCurrentModel = new InteractiveModel(InteractiveStruct[i]); gamePoolContext.AddInteractiveModelList(interactiveCurrentModel); //_bonus.AddUnit(_interactiveFactory.CreateInteractiveFromMass(i)); } }
public InteractiveFactory(InteractiveData data, List <Transform> positions, GamePoolContext gamePoolContext) { _data = data; _positions = positions; _gamePoolContext = gamePoolContext; }