/// <summary> /// Spawns pacman /// </summary> Pacman SpawnPacman(Node startingNode, int player) { Pacman newPacman = Instantiate(pacmanPrefab, startingNode.pos, Quaternion.identity); newPacman.Init(startingNode, player); return(newPacman); }
// init PacMan void InitPacman() { pacmanObj.transform.SetParent(m_Map.transform); pacmanObj.SetActive(true); pacmanObj.transform.localEulerAngles = Vector3.zero; pacmanObj.transform.localScale = Vector3.one; pacmanObj.transform.localPosition = new Vector3(m_Map.bornPoint[1] * 47, m_Map.bornPoint[0] * (-47), -5); PacCtrl = pacmanObj.GetComponent <Pacman> (); PacCtrl.Init(); }
IEnumerator StartCurrentGame() { pacman.gameObject.SetActive(true); Vector3 playerPosition = Vector3.zero; playerPosition.x = tileMap.PlayerPosition().x; playerPosition.y = tileMap.PlayerPosition().y; pacman.transform.position = playerPosition; pacman.Init(); for (int i = 0; i < ghosts.Length; i++) { Vector3 ghostPosision = Vector3.zero; ghostPosision.x = tileMap.GhostPosition((GhostPattern)i).x; ghostPosision.y = tileMap.GhostPosition((GhostPattern)i).y; ghosts[i].transform.position = ghostPosision; ghosts[i].Init(); } blinkyPosition = tileMap.PrisonPosition(); SetLifeField(); loadingScreen.gameObject.SetActive(true); loadingText.text = "Stage " + GameManager.Instance.CurrentStage + "\n\n x " + currentLife; Time.timeScale = 0; yield return(StartCoroutine(WaitingInZeroTimeScale(loadingTime))); loadingScreen.gameObject.SetActive(false); countText.text = "Ready"; countText.gameObject.SetActive(true); yield return(StartCoroutine(WaitingInZeroTimeScale(1.0f))); countText.text = "Go!"; yield return(StartCoroutine(WaitingInZeroTimeScale(1.0f))); countText.gameObject.SetActive(false); Time.timeScale = 1; }