//this is where the objects are created and returned into the main program public Enemyship initShip(string ship) { Enemyship enemyShip = null; if (ship.Equals("UFO")) { return(new Ufo()); } else if (ship.Equals("MOTHERSHIP")) { return(new Mothership()); } else { return(null); } }
void playerInput() { if (Input.GetButtonDown("Fire1")) { shipType = "UFO"; enemyShip = flyweightFactory.initShip(shipType); enemyActions(enemyShip, "UFO"); } else if (Input.GetButtonDown("Jump")) { shipType = "MOTHERSHIP"; enemyShip = flyweightFactory.initShip(shipType); enemyActions(enemyShip, "MOTHERSHIP"); } else { } }
void spawnEnemy() { float TempR = rN; //int TempR = 2; if (TempR <= 1 && Time.time > nextSpawnTime) { nextSpawnTime = Time.time + spawnPeriod; shipType = "UFO"; enemyShip = flyweightFactory.initShip(shipType); enemyActions(enemyShip, "UFO"); //nextSpawnTime = spawnPeriod; } else if (TempR >= 1 && Time.time > nextSpawnTime) { nextSpawnTime = Time.time + spawnPeriod; shipType = "MOTHERSHIP"; enemyShip = flyweightFactory.initShip(shipType); enemyActions(enemyShip, "MOTHERSHIP"); } else { } }
//provides a set of actions for the object to perform, in this case, instantiate void enemyActions(Enemyship anEnemyShip, string t) { anEnemyShip.getShip(rSx, rSz, wallPos, t); anEnemyShip.shipAction(); }