private Template CreateTemplate(Transform _templateTransform) { var templateInstance = EZ_PoolManager.Spawn(GetRandomTemplate(), _templateTransform.position, Quaternion.identity).GetComponent <Template>(); templateInstance.PlayerTransform = _playerTransform; return(templateInstance); }
public void spawnFriendly() { platformID++; float randX = Random.Range(-randomX, randomX); if (Random.Range(0, 100) < 30) { SpawnPlatform(1, new Vector3(randX, platformID, 0), false); } else { SpawnPlatform(0, new Vector3(randX, platformID, 0), false); } if (Random.Range(0, 100) < 20) { if (90 > Random.Range(0, 100)) { EZ_PoolManager.Spawn(coinPrefab, new Vector3(randX, platformID + (spawnHeight / 2), 0), Quaternion.identity); } else { EZ_PoolManager.Spawn(coinPrefab, new Vector3(randX - 0.2f, platformID + (spawnHeight / 2), 0), Quaternion.identity); EZ_PoolManager.Spawn(coinPrefab, new Vector3(randX + 0.2f, platformID + (spawnHeight / 2), 0), Quaternion.identity); } } }
// OnCollisionEnter2D is called when this collider2D/rigidbody2D has begun touching another rigidbody2D/collider2D (2D physics only) private void OnCollisionEnter2D(Collision2D collision) { var objCol = collision.gameObject; // if collide LAND then circle can jump again if (objCol.CompareTag(GameTags.LAND)) { m_isJumping = false; } // if collide obstacle. This circle 'll explode and die else if (objCol.CompareTag(GameTags.OBSTACLE)) { m_isDead = true; // get the explode prefab from pool,then show it. var spawnedObj = EZ_PoolManager.Spawn(m_explodeObj.transform, transform.position, transform.rotation); // deactivate circle this.gameObject.SetActive(false); // check the score. Get the high score if (PlayerData.Instance.Player.Score >= PlayerData.Instance.Player.HighScore) { PlayerData.Instance.Player.HighScore = PlayerData.Instance.Player.Score; } this.PostEvent(EventID.OnPlayerDie); } }
private void Update() { if (!GameManager.Instance.IsGameStart) { return; } if (m_timer > 0) { m_timer -= Time.deltaTime; } else { Log.Info("Spawn()"); m_timer = m_curLvlConfig.level.TimeInterval; int randIndex = UnityEngine.Random.Range(0, m_curLvlConfig.level.ListObstacles.Count); var objPrefab = m_curLvlConfig.level.ListObstacles[randIndex]; var objSpawned = EZ_PoolManager.Spawn(objPrefab.transform, m_spawnerPlace.position, m_spawnerPlace.rotation); var obstacleCtrl = objSpawned.GetComponent <ObstacleController>(); obstacleCtrl.SetMovementSpeed(m_curLvlConfig.level.MovementSpeed); } }
void OnGUI() { if (GUI.Button(new Rect(10, 70, 100, 30), "Spawn")) { EZ_PoolManager.Spawn(prefab, Random.insideUnitSphere, Random.rotation); } }
//COMBOLAR void combo1() // sonsuz sonsuz sonsuz { float height = platformID / spawnHeight; for (int i = 0; i < 10; i++) { EZ_PoolManager.Spawn(coinPrefab, new Vector3(i - 2, height + 1.5f, 0), Quaternion.identity); } for (int i = 0; i < 10; i++) { EZ_PoolManager.Spawn(coinPrefab, new Vector3(i - 2, height + 2.5f, 0), Quaternion.identity); } SpawnPlatform(0, new Vector3(1, height + 3, 0), true); SpawnPlatform(0, new Vector3(-1, height + 3, 0), true); SpawnPlatform(0, new Vector3(-1, height + 1, 0), true); SpawnPlatform(0, new Vector3(2, height + 1, 0), true); SpawnPlatform(0, new Vector3(0, height + 2, 0), true); SpawnPlatform(0, new Vector3(-2, height + 2, 0), true); platformID += 3; }
// Update is called once per frame void Update() { // movement Rigidbody2D rigidbody = GetComponent <Rigidbody2D>(); if (Input.GetKey(KeyCode.LeftArrow)) { rigidbody.angularVelocity = 0; // clear any rotation caused by collisions rigidbody.rotation += RotationSpeed; } if (Input.GetKey(KeyCode.RightArrow)) { rigidbody.angularVelocity = 0; // clear any rotation caused by collisions rigidbody.rotation -= RotationSpeed; } if (Input.GetKey(KeyCode.UpArrow)) { // apply thrust rigidbody.AddForce(transform.up * Acceleration * Time.deltaTime); // limit speed if (rigidbody.velocity.magnitude > MaxSpeed) { rigidbody.velocity = rigidbody.velocity.normalized * MaxSpeed; } // show engine boost particle effect transform.Find("RightThrustPE").GetComponent <ParticleSystem>().Play(); transform.Find("LeftThrustPE").GetComponent <ParticleSystem>().Play(); } else { // turn off engine particle effect transform.Find("RightThrustPE").GetComponent <ParticleSystem>().Stop(); transform.Find("LeftThrustPE").GetComponent <ParticleSystem>().Stop(); } //shooting _timeSinceLastShot += Time.deltaTime; if (Input.GetButton("Fire1")) { if (_timeSinceLastShot > DelayBetweenShots) { //shoot! _timeSinceLastShot = 0f; Transform bullet = EZ_PoolManager.Spawn(Bullet, transform.position, transform.rotation); Rigidbody2D bulletRigidBody = bullet.GetComponent <Rigidbody2D>(); bulletRigidBody.velocity = transform.up * ShotSpeed; } } }
// Use this for initialization void Start() { EZ_PoolManager.Spawn(platform[0].platformPrefab, new Vector3(Random.Range(-randomX, randomX), -2, 0), Quaternion.identity); platformID = -2; for (int i = 0; i < 7; i++) { spawnRandomly(); } }
void OnGUI() { if (GUI.Button(new Rect(10, 70, 200, 30), "Spawn 20 Prefabs")) { for (int i = 0; i < 20; ++i) { EZ_PoolManager.Spawn(prefab, Random.insideUnitSphere * 4, Random.rotation); } } }
public void CreateCoin() { CheckCoin(); if (Random.value < _chance) { Vector3 presetPosition = _coinPrefab.transform.position; Vector3 position = presetPosition + _parent.transform.position; _createdCoin = EZ_PoolManager.Spawn(_coinPrefab.transform, position, new Quaternion()); _createdCoin.parent = _parent; _createdCoin.transform.localPosition = presetPosition; } }
public IEnumerator DieRoutine() { EZ_PoolManager.Spawn(DeathParticles.transform, gameObject.transform.position, gameObject.transform.rotation); //play anim gm.Memory -= MemorySpace; GetComponent <BoxCollider2D>().enabled = false; GetComponent <SpriteRenderer>().enabled = false; audio.Play(); yield return(new WaitForSeconds(audio.clip.length)); Destroy(gameObject); }
public void Drop(int count, Vector2 from, Transform to, float radius) { for (int i = 0; i < count; i++) { Transform drop = EZ_PoolManager.Spawn(dropPrefab, from + radius * Random.insideUnitCircle, Quaternion.identity); drop.parent = transform; Drop dropScript = drop.GetComponent <Drop>(); dropScript.target = to; dropScript.delay = i * 0.01f; } }
void Update() { if (spawnerActive) { _secondsSinceLastSpawn += Time.deltaTime; if (_secondsSinceLastSpawn > SecondsBetweenSpawns) { EZ_PoolManager.Spawn(prefabToSpawn.transform, gameObject.transform.position, gameObject.transform.rotation); _secondsSinceLastSpawn = 0f; //Debug.Log("FixedRateSpawner.Update(): New enemy spawned"); } } }
private void GeneratePlatform() { Transform platform = EZ_PoolManager.Spawn(_platformPrefab.transform, new Vector3(0f, _currentHeight, 0f), new Quaternion()); platform.GetComponent <Platform>().Level = _level; _level++; _platforms.Enqueue(platform); _count++; _currentHeight += _height; if (_count > _generationLimit) { DeleteFirst(); } }
void spawnRandomly() { float allProbs = 0; int selectedID = -2; platformID++; float height = platformID / spawnHeight; float prob = Random.Range(0, 100); for (int i = 0; i < platform.Length; i++) { allProbs = platform [i].probability[level] + allProbs; if (prob < allProbs && platform[i].showedLevel <= level) { selectedID = i; break; } } if (selectedID == 14 & player.jetPack.activeSelf) { selectedID = 0; } float randomXpos = Random.Range(-randomX, randomX); if (30 > Random.Range(0, 100) && !platform[selectedID].isItem) // 30% şansla coin spawn edilir { if (70 > Random.Range(0, 100)) { EZ_PoolManager.Spawn(coinPrefab, new Vector3(randomXpos, height + (spawnHeight / 2), 0), Quaternion.identity); } else { EZ_PoolManager.Spawn(coinPrefab, new Vector3(randomXpos - 0.2f, height + (spawnHeight / 2), 0), Quaternion.identity); EZ_PoolManager.Spawn(coinPrefab, new Vector3(randomXpos + 0.2f, height + (spawnHeight / 2), 0), Quaternion.identity); } } if (selectedID == -2) { SpawnPlatform(0, new Vector3(randomXpos, height, 0), false); } else { SpawnPlatform(selectedID, new Vector3(randomXpos, height, 0), false); } }
public void CreateObstacle(int level) { CheckObstacle(); if (level > 0 && _container.ShouldBeSpawned(level)) { ObstaclePreset preset = _container.GetRandomObstacle(level); if (preset != null) { Vector3 presetPosition = preset.Prefab.transform.position; Vector3 position = presetPosition + _parent.transform.position; _createdObstacle = EZ_PoolManager.Spawn(preset.Prefab.transform, position, new Quaternion()); _createdObstacle.parent = _parent; _createdObstacle.transform.localPosition = presetPosition; } } }
void SpawnBlock(Vector3 pos, float angle, bool isKnob, bool isBoost) { //Damn the spawner code is just soo messy :P Transform prefab = isKnob ? knobPrefab : roadPrefab; if (isBoost) { prefab = boostPrefab; } Transform blockTrans = EZ_PoolManager.Spawn(prefab, pos, Quaternion.Euler(0, angle, 0)); Transform blockChild = blockTrans.GetChild(0); currBlocks.Insert(0, blockTrans); if (isBoost) { currSpawnScore++; } else if (isKnob) { Knob knob = blockTrans.GetComponent <Knob>(); knob.isLeft = M.Flip();//It's like flipping a coin :P knob.UpdateDirection(); currSpawnScore++; knob.SetScore(currSpawnScore); facedWithAKnob = true; } else { //So we move currPos //spawnerTrans.Translate(0, 0, roadSpawnOffset, Space.Self); } spawnerTrans.position = blockChild.position; spawnerTrans.eulerAngles = blockChild.eulerAngles; }
public virtual IEnumerator DieRoutine() { EZ_PoolManager.Spawn(DeathParticles.transform, gameObject.transform.position, gameObject.transform.rotation); //play anim gm.Memory -= MemorySpace; int randomChance = UnityEngine.Random.Range(0, 100); if (randomChance > 85 && ItemsToDrop.Count > 0) { Instantiate(ItemsToDrop[UnityEngine.Random.Range(0, ItemsToDrop.Count)], gameObject.transform.position, Quaternion.identity); } GetComponent <CircleCollider2D>().enabled = false; GetComponent <SpriteRenderer>().enabled = false; audio.Play(); yield return(new WaitForSeconds(audio.clip.length)); EZ_PoolManager.Despawn(gameObject.transform); }
void OnGUI() { if (GUI.Button(new Rect(10, 70, 100, 30), "Spawn prefab 1")) { EZ_PoolManager.Spawn(prefabs[0], Random.insideUnitSphere * 4, Random.rotation); } if (GUI.Button(new Rect(10, 100, 100, 30), "Spawn prefab 2")) { EZ_PoolManager.Spawn(prefabs[1], Random.insideUnitSphere * 4, Random.rotation); } if (GUI.Button(new Rect(10, 130, 100, 30), "Spawn prefab 3")) { EZ_PoolManager.Spawn(prefabs[2], Random.insideUnitSphere * 4, Random.rotation); } if (GUI.Button(new Rect(10, 160, 100, 30), "Spawn prefab 4")) { EZ_PoolManager.Spawn(prefabs[3], Random.insideUnitSphere * 4, Random.rotation); } }
void combo4() { for (int j = 0; j < Random.Range(5, 8); j++) { platformID += 2; float randomPos = Random.Range(-randomX, randomX); for (int i = 0; i < 3; i++) { EZ_PoolManager.Spawn(boostPrefab, new Vector3(randomPos, platformID, 0), Quaternion.identity); platformID++; } } int memLevel = level; level = 1; spawnRandomly(); spawnRandomly(); spawnRandomly(); spawnRandomly(); spawnRandomly(); level = memLevel; }
void combo5() { platformID += 2; float rand = Random.Range(-1, 1); EZ_PoolManager.Spawn(boostPrefab, new Vector3(rand * 2, platformID + 1f, 0), Quaternion.identity); if (rand == 0) { EZ_PoolManager.Spawn(boostPrefab, new Vector3(-2, platformID, 0), new Quaternion(0, 0, 180, 1)); EZ_PoolManager.Spawn(boostPrefab, new Vector3(2, platformID, 0), new Quaternion(0, 0, 180, 1)); } else if (rand == 1) { EZ_PoolManager.Spawn(boostPrefab, new Vector3(-2, platformID, 0), new Quaternion(0, 0, 180, 1)); EZ_PoolManager.Spawn(boostPrefab, new Vector3(0, platformID, 0), new Quaternion(0, 0, 180, 1)); } else { EZ_PoolManager.Spawn(boostPrefab, new Vector3(2, platformID, 0), new Quaternion(0, 0, 180, 1)); EZ_PoolManager.Spawn(boostPrefab, new Vector3(0, platformID, 0), new Quaternion(0, 0, 180, 1)); } platformID += 2; }
void combo3() { platformID++; float height = platformID / spawnHeight; EZ_PoolManager.Spawn(jetpackCoinCombo, new Vector3(0, height, 0), Quaternion.identity); platformID++; float xPlus = 0; for (int i = 0; i < 70; i++) { platformID++; xPlus = xPlus + (Random.Range(-1, 1) / 5f); if (xPlus > 2 || xPlus < -2) { xPlus = 1; } EZ_PoolManager.Spawn(coinPrefab, new Vector3(xPlus, platformID / spawnHeight, 0), Quaternion.identity); } }
void Auto() { EZ_PoolManager.Spawn(prefab, Random.insideUnitSphere, Random.rotation); }
public void Die() { EZ_PoolManager.Spawn(DeathParticles.transform, gameObject.transform.position, gameObject.transform.rotation); StartCoroutine(OpenDoor()); StartCoroutine(DieRoutine()); }
void Shoot() { Transform currentBullet = EZ_PoolManager.Spawn(bulletPrefab.transform, bulletSpawn.position, bulletSpawn.rotation); }
void combo9() { platformID++; EZ_PoolManager.Spawn(trambolineCombo, new Vector3(0, platformID, 0), Quaternion.identity); platformID += 38; }
void combo8() { platformID++; EZ_PoolManager.Spawn(roundPlatform, new Vector3(0, platformID, 0), Quaternion.identity); platformID += 7; }
void combo7() { platformID += 2; EZ_PoolManager.Spawn(boostComboRight, new Vector3(2.5f, platformID, 0), Quaternion.identity); platformID += 17; }
void SpawnPlatform(int spawnedID, Vector3 pos, bool isCombo) { Transform pref = null; if (isCombo) { pref = comboPlatforms[spawnedID]; } else { pref = platform[spawnedID].platformPrefab; } if (platform[spawnedID].isItem) { EZ_PoolManager.Spawn(platform [0].platformPrefab, pos, Quaternion.identity); } if (pref == null) { pref = platform [0].platformPrefab; Debug.LogError("Bunu debug ile yaptım. Spawn kodunda seçilen platform listede yok!"); } if (!isCombo && platform [spawnedID].dontRepeat && lastIsEnemy && !platform [spawnedID].isItem) { /* * float prob = Random.Range(0,100); * float allProbs = 0; * * for (int i = 0; i < platform.Length; i++) { * allProbs = platform [i].probability[level] + allProbs; * if (prob < allProbs && platform[i].showedLevel <= level) { * pref = platform[i].platformPrefab; * Debug.LogError (pref); * SpawnPlatform (i,pos,isCombo); * * break; * } * } */ spawnedID = 0; pref = platform [0].platformPrefab; EZ_PoolManager.Spawn(pref, pos, Quaternion.identity); lastIsEnemy = false; } else { if (platform [spawnedID].isItem) { pos = new Vector3(pos.x, pos.y + 0.5f, pos.z); } EZ_PoolManager.Spawn(pref, pos, Quaternion.identity); lastIsEnemy = platform [spawnedID].dontRepeat; //if (pos.y < cam.transform.position.y + 4) { // spawnRandomly (); //} } }