Esempio n. 1
0
    //Get level from our level factory and add it
    //to the top of the buffer.
    public void LoadNewLevel()
    {
        obj = levelFactory.GetPooledObject();

        if (obj != null)
        {
            top = levelBuffer.topOfBuffer();
            obj.SetActive(true);
            obj.transform.position  = top.GetComponent <Level>().GetTransoform().position;
            obj.transform.position += temp;
            levelBuffer.Enqueue(obj);
            Debug.Log("active level count is " + levelBuffer.BufferCount());
        }
    }
Esempio n. 2
0
    //Get level from our level factory and add it
    //to the top of the buffer.
    public void LoadNewLevel()
    {
        finishedLevels = levelFactory.GetPooledObject();

        if (finishedLevels != null)
        {
            top = levelBuffer.topOfBuffer();

            finishedLevels.SetActive(true);

            finishedLevels.transform.position = top.GetComponent <Level>().GetTransoform().position;

            finishedLevels.transform.position += temp;
            finishedLevels.GetComponent <Level>().setSheetPosition();
            finishedLevels.GetComponent <Level>().getSkelRef().GetComponent <skeleton>().setObsticalPositions();
            levelBuffer.Enqueue(finishedLevels);
            //Debug.Log("active level count is " + levelBuffer.BufferCount());
        }
    }