public virtual void OnSpawn(Spawner section) { throw new NotImplementedException(); }
public SpawnerGroup(Spawner[] spawners, SpawnType[] spawnTypes) { m_spawners = spawners; m_spawnTypes = spawnTypes; Gene[] genes = new Gene[spawners.Length]; for(int i = 0; i < m_spawners.Length; ++i) genes[i] = m_spawners[i].Gene; m_chromosome = new Chromosome(genes); float totalAppearanceRates = 0; for (int i = 0; i < spawnTypes.Length; ++i) totalAppearanceRates += m_spawnTypes[i].appearanceRate; m_spawnTypes[0].appearanceRate = m_spawnTypes[0].appearanceRate / totalAppearanceRates; for (int i = 1; i < spawnTypes.Length; ++i) m_spawnTypes[i].appearanceRate = m_spawnTypes[i].appearanceRate / totalAppearanceRates + m_spawnTypes[i - 1].appearanceRate; #if DEBUG string debugstring = "Ratios : "; for (int i = 0; i < spawnTypes.Length; ++i) debugstring += " " + m_spawnTypes[i].appearanceRate / totalAppearanceRates; #endif }
public override void OnSpawn(Spawner section) { //base.OnSpawn(section); }
public SpawnerGroup(SpawnerGroup groupToCopy) { m_spawners = new Spawner[groupToCopy.m_spawners.Length]; for (int i = 0; i < m_spawners.Length; ++i) m_spawners[i] = new Spawner(groupToCopy.m_spawners[i]); m_spawnTypes = new SpawnType[groupToCopy.m_spawnTypes.Length]; for (int i = 0; i < m_spawnTypes.Length; ++i) m_spawnTypes[i] = new SpawnType(groupToCopy.m_spawnTypes[i]); }
public Spawner(Spawner spawnerToCopy) { m_owner = spawnerToCopy.m_owner; m_gene = new Gene(spawnerToCopy.m_gene); m_spawnArea = spawnerToCopy.m_spawnArea; }
public override void OnSpawn(Spawner section) { }
private void CreateSpawnersFirstTime() { /// ///Ground Spawners /// Spawner[] groundSpawners = new Spawner[ActiveTileCount * GroundEnemySpawnersPerTile]; float increment = ActiveAreaWidth / (float)groundSpawners.Length; for (int i = 0; i < groundSpawners.Length; ++i) groundSpawners[i] = new Spawner(new Gene(8), new PastaGameLibrary.UnitPoint(new Transform(), new Vector2(EarthTile.EarthTileWidth + i * increment, 0))); m_spawners[(int)LevelObjectType.GroundEnemy] = new SpawnerGroup(groundSpawners, LevelGenerator.GroundSpawnTypes); }