public override void Show(Room room) { view = GameObject.Instantiate ( PrefabsManager.LoadPrefab(PrefabsManager.PrefabsList.DefaultArmor) ).GetComponent <ArmorView>(); view.ShowView(countArmor, room.WorldPosition); }
public override void Show(Room room) { view = GameObject.Instantiate ( PrefabsManager.LoadPrefab(PrefabsManager.PrefabsList.DefaultHeal) ).GetComponent <HealView>(); view.ShowView(healValue, room.WorldPosition); }
public override void Show(Room room) { view = GameObject.Instantiate ( PrefabsManager.LoadPrefab(PrefabsManager.PrefabsList.DestroyEnemyAbility) ).GetComponent <DestroyEnemyView>(); view.ShowView(room.WorldPosition); }
public override void Show(Room room) { view = GameObject.Instantiate ( PrefabsManager.LoadPrefab(PrefabsManager.PrefabsList.DefaultEnemy) ).GetComponent <CommonEnemyView>(); CurrentPosition = room; view.ShowView(Damage, room.WorldPosition); }
public void ShowRoom(float sizeCell, AbstractItem objectAbstractItemBehaviour = null) { WorldPosition = new Vector2(GridX * sizeCell, GridY * sizeCell); roomRadius = sizeCell / 2; View = GameObject.Instantiate ( PrefabsManager.LoadPrefab(PrefabsManager.PrefabsList.DefaultRoom) ).GetComponent <RoomView>(); View.InitView(WorldPosition, this); if (objectAbstractItemBehaviour != null) { AbstractItem = objectAbstractItemBehaviour; objectAbstractItemBehaviour.Show(this); } }
public Room(float sizeCell, int x, int y, bool topDoor, bool doorBot, bool doorLeft, bool doorRight, RoomType type = RoomType.Default) { GridX = x; GridY = y; Edges = new bool[4]; Edges[0] = topDoor; Edges[1] = doorBot; Edges[2] = doorLeft; Edges[3] = doorRight; RoomType = type; WorldPosition = new Vector2(GridX * sizeCell, GridY * sizeCell); roomRadius = sizeCell / 2; GameObject.Instantiate ( PrefabsManager.LoadPrefab(PrefabsManager.PrefabsList.EmptyRoom) ).transform.position = WorldPosition; }