void StartDirectives() { mazeGoal = Instantiate(mazeGoalPrefab, MazeGenerator.instance.mazeGoalPosition, Quaternion.identity) as MazeGoal; mazeGoal.transform.SetParent(transform); var mazeKeyPositions = MazeGenerator.instance.GetRandomFloorPositions(keysToFind); for (int i = 0; i < mazeKeyPositions.Count; i++) { MazeKey mazeKey = Instantiate(mazeKeyPrefab, mazeKeyPositions[i], Quaternion.identity) as MazeKey; mazeKey.transform.SetParent(transform); } var slowMudPositions = MazeGenerator.instance.GetRandomFloorPositions(numSlowSpots); for (int i = 0; i < slowMudPositions.Count; i++) { SlowMud slowMud = Instantiate(slowMudPrefab, slowMudPositions[i], Quaternion.identity) as SlowMud; slowMud.transform.SetParent(transform); } var fastIcePositions = MazeGenerator.instance.GetRandomFloorPositions(numFastSpots); for (int i = 0; i < fastIcePositions.Count; i++) { FastIce fastIce = Instantiate(fastIcePrefab, fastIcePositions[i], Quaternion.identity) as FastIce; fastIce.transform.SetParent(transform); } }
void StartDirectives() { mazeGoal = Instantiate(mazeGoalPrefab, MazeGenerator.instance.mazeGoalPosition, Quaternion.identity) as MazeGoal; mazeGoal.transform.SetParent(transform); mazeKeyPositions = MazeGenerator.instance.GetRandomFloorPositions(keysToFind); for (int i = 0; i < mazeKeyPositions.Count; i++) { MazeKey mazeKey = Instantiate(mazeKeyPrefab, mazeKeyPositions[i], Quaternion.identity) as MazeKey; mazeKey.transform.SetParent(transform); } }
void StartDirectives() { mazeGoal = Instantiate(mazeGoalPrefab, MazeGenerator.instance.mazeGoalPosition, Quaternion.identity) as MazeGoal; mazeGoal.transform.SetParent(transform); mazeKeyPositions = MazeGenerator.instance.GetRandomFloorPositions(keysToFind); powerUpStarPositions = MazeGenerator.instance.GetRandomFloorPositions(powerUpStarAvailable); powerUpSpeedPositions = MazeGenerator.instance.GetRandomFloorPositions(powerUpSpeedAvailable); powerUpInvulnPositions = MazeGenerator.instance.GetRandomFloorPositions(powerUpInvulnAvailable); for (int i = 0; i < mazeKeyPositions.Count; i++) { MazeKey mazeKey = Instantiate(mazeKeyPrefab, mazeKeyPositions[i], Quaternion.identity) as MazeKey; mazeKey.transform.SetParent(transform); PowerUpStar powerUpStar = Instantiate(powerUpStarPrefab, powerUpStarPositions[i], Quaternion.identity) as PowerUpStar; powerUpStar.transform.SetParent(transform); PowerUpSpeed powerUpSpeed = Instantiate(powerUpSpeedPrefab, powerUpSpeedPositions[i], Quaternion.identity) as PowerUpSpeed; powerUpSpeed.transform.SetParent(transform); PowerUpInvuln powerUpInvuln = Instantiate(powerUpInvulnPrefab, powerUpInvulnPositions[i], Quaternion.identity) as PowerUpInvuln; powerUpInvuln.transform.SetParent(transform); } for (int i = 0; i < powerUpStarPositions.Count; i++) { PowerUpStar powerUpStar = Instantiate(powerUpStarPrefab, powerUpStarPositions[i], Quaternion.identity) as PowerUpStar; powerUpStar.transform.SetParent(transform); } for (int i = 0; i < powerUpSpeedPositions.Count; i++) { PowerUpSpeed powerUpSpeed = Instantiate(powerUpSpeedPrefab, powerUpSpeedPositions[i], Quaternion.identity) as PowerUpSpeed; powerUpSpeed.transform.SetParent(transform); } for (int i = 0; i < powerUpInvulnPositions.Count; i++) { PowerUpInvuln powerUpInvuln = Instantiate(powerUpInvulnPrefab, powerUpInvulnPositions[i], Quaternion.identity) as PowerUpInvuln; powerUpInvuln.transform.SetParent(transform); } }
public void SetupLevel(MazeLevel levelData) { objectRevealTimer.Clear(); objectRevealTimer.AddObjectList(new SerialObjectTaskTimer.ObjectTaskList(blocksInitialRevealDelay)); objectRevealTimer.AddObjectList(new SerialObjectTaskTimer.ObjectTaskList(camRevealDelay)); objectRevealTimer.AddObjectList(new SerialObjectTaskTimer.ObjectTaskList(panelRevealDelay)); if (UDLRCameraController.Instance != null) { CamAnimator[] animators = UDLRCameraController.Instance.GetCameraAnimators(); CameraPanel.DisplayPosition[] camRevealOrder = { CameraPanel.DisplayPosition.TopLeft, CameraPanel.DisplayPosition.TopRight, CameraPanel.DisplayPosition.BottomRight, CameraPanel.DisplayPosition.BottomLeft }; for (int i = 0; i < camRevealOrder.Length; ++i) { if (LevelController.Instance.LevelCollection.levels[LevelController.Instance.levelIndex].cameraToggles[(int)camRevealOrder[i]]) { foreach (CamAnimator camAnim in animators) { if (camAnim != null && camAnim.CameraPanel.camPosition == camRevealOrder[i]) { HideObjectAndAddToRevealList(camAnim.gameObject, (int)VisibilityState.RevealingCameras); break; } } } } } foreach (RotatorTriggerData rotator in levelData.rotators) { GameObject rotatorTriggerObj = Instantiate(rotatorCubePrefab, rotator.position, Quaternion.identity); CameraRotatorTrigger rotatorTrigger = rotatorTriggerObj.GetComponent <CameraRotatorTrigger>(); if (rotatorTrigger != null) { rotatorTrigger.arcType = rotator.arcType; } HideObjectAndAddToRevealList(rotatorTriggerObj, (int)VisibilityState.RevealingObjects); } if (InputHandler.Instance != null) { for (int panelPos = 0; panelPos < (int)CameraPanel.DisplayPosition.NumPositions; ++panelPos) { if (LevelController.Instance.LevelCollection.levels[LevelController.Instance.levelIndex].cameraToggles[panelPos]) { GameObject cube = Instantiate(playerCubePrefab, levelData.cubeStartPositions[panelPos], Quaternion.identity); CubeController cubeController = cube.GetComponent <CubeController>(); Assert.IsNotNull(cubeController); InputHandler.Instance.SetCubeController(panelPos, cubeController); cubeController.associatedPanelPosition = (CameraPanel.DisplayPosition)panelPos; cube.layer = LayerMask.NameToLayer(CameraPanel.PositionLayerNames[panelPos]); HideObjectAndAddToRevealList(cube, (int)VisibilityState.RevealingObjects); GameObject goal = Instantiate(goalCubePrefab, levelData.goalPositions[panelPos], Quaternion.identity); MazeGoal goalController = goal.GetComponent <MazeGoal>(); Assert.IsNotNull(goalController); goal.layer = LayerMask.NameToLayer(CameraPanel.PositionLayerNames[panelPos]); HideObjectAndAddToRevealList(goal, (int)VisibilityState.RevealingObjects); goalController.associatedDisplayPosition = (CameraPanel.DisplayPosition)panelPos; if (UDLRCameraController.Instance != null) { MeshRenderer meshRenderer = cube.GetComponent <MeshRenderer>(); if (meshRenderer != null) { meshRenderer.material.SetColor("_EmissionColor", UDLRCameraController.Instance.GetCameraAnimators()[panelPos].GetCamObjColour()); } MeshRenderer goalMeshRenderer = goal.GetComponent <MeshRenderer>(); if (goalMeshRenderer != null) { goalMeshRenderer.material.SetColor("_EmissionColor", UDLRCameraController.Instance.GetCameraAnimators()[panelPos].GetCamObjColour()); } } } } } if (UDLRCameraController.Instance != null) { UDLRCameraController.Instance.panelController.enabled = false; objectRevealTimer.AddObjectToObjectsList(UDLRCameraController.Instance.gameObject, (int)VisibilityState.RevealingPanel); } objectRevealTimer.BeginObjectTasks(); }
public void CreateMazeGoal() { mazeGoal = Instantiate(mazeGoalPrefab, MazeGenerator.instance.mazeGoalPosition, Quaternion.identity) as MazeGoal; mazeGoal.transform.SetParent(transform); }
void StartDirectives() { mazeGoal = Instantiate(mazeGoalPrefab, MazeGenerator.instance.mazeGoalPosition, Quaternion.identity) as MazeGoal; mazeGoal.transform.SetParent(transform); GameObject.Find("MazeGoal").GetComponent <Collider2D>().enabled = true; }
void Start() { KeyValueText = GameObject.Find("KeyValueText").GetComponent <Text>(); mazeGoalPrefab = GameObject.Find("MazeGoal").GetComponent <MazeGoal>(); GameObject.Find("MazeGoal").GetComponent <Collider2D>().enabled = false; }