Esempio n. 1
0
    private void OnTriggerEnter(Collider col)
    {
        if (col.tag == "END_CHECK_POINT")
        {
            // Spawn a new Pattern
            EndlessManager.Instance.SpawnNextPattern();

            // Turn off the current pattern after a few second
            EndlessEntity entity = col.GetComponentInParent <EndlessEntity>();
            if (entity)
            {
                entity.Kill_Pattern_After_Delay(4);
            }
        }

        if (col.tag == "OBSTACLE")
        {
            SpawnObstacleParticle(transform.position);
            this.enabled = false;
            MyGameManager.Instance.EndGame(score);
        }

        if (col.tag == "ENEMY")
        {
            this.enabled = false;
            MyGameManager.Instance.EndGame(score);
        }
    }
Esempio n. 2
0
    public void SpawnPattern(PatternType type)
    {
        // Create Pattern
        GameObject go = ObjectPoolingManager.Instance.Spawn_A_Specific_PatternPrefab(type, Vector3.zero);

        // Spawn at latest->next
        go.transform.position = latest_Pattern_Script.Get_Next_Pattern_Spawn_Position();

        // Record down new latest
        latest_Pattern_Script = go.GetComponent <EndlessEntity>();
    }
Esempio n. 3
0
    void Start()
    {
        // Need to do this, to tell where is the first pattern->next spawn point
        latest_Pattern_Script = first_Pattern_Script;

        // Spawn "n" x Pattern
        for (int i = 0; i < initial_spawn_count; ++i)
        {
            SpawnNextPattern();
        }
    }