Esempio n. 1
0
    public void Init(RoomType t)
    {
        ActiveRoom = this;
        switch (t)
        {
        case RoomType.BattleRoom:
            _meRoom = new BattleRoom();
            break;

        case RoomType.ArtifactRoom:
            _meRoom = new ArtifactRoom();
            break;

        case RoomType.FountainRoom:
            _meRoom = new FountainRoom();
            break;

        case RoomType.BossRoom:
            _meRoom = new BossRoom();
            break;

        default:
            throw new Exception("How could this have happened?");
        }
    }
Esempio n. 2
0
    private void Start()
    {
        ActiveRoom         = this;
        _scrolling         = -1;
        transform.position = new Vector3(25, 6, 5);
        name = "Room";
        SpriteRenderer bg = GetComponentInChildren <SpriteRenderer>();

        bg.sprite = Resources.Load <Sprite>("Backgrounds/bg0" + Random.Range(1, 5));
    }
Esempio n. 3
0
    public static void GenerateRoom()
    {
        TotalRooms++;
        GameObject roomObject = Object.Instantiate(RoomMB.RoomPrefab);
        RoomMB     roomMb     = roomObject.GetComponent <RoomMB>();

        if (TotalRooms > RoomsUntilBoss)
        {
            // Adds fountains before boss
            if (TotalRooms < RoomsUntilBoss + PreBossFountains)
            {
                roomMb.Init(RoomType.FountainRoom);
            }
            // Boss Room
            else if (TotalRooms == RoomsUntilBoss + PreBossFountains)
            {
                Music.MusicRef.SetSong(2);
                roomMb.Init(RoomType.BossRoom);
            }
            else
            {
                BattleManager.EndGameObject.gameObject.SetActive(true);
                BattleManager.EndGameObject.Activate(true);
            }
        }
        else if (BattlesSinceFountain >= MinBattlesSinceFountain)
        {
            if (Random.value > 0.3)
            {
                if (Random.value > 0.8)
                {
                    MinBattlesSinceFountain++;
                }

                BattlesSinceFountain = 0;
                roomMb.Init(RoomType.FountainRoom);
            }
        }
        else if (Random.value > 0.9)
        {
            BattlesSinceArtifact = 0;
            roomMb.Init(RoomType.ArtifactRoom);
        }
        else
        {
            BattlesSinceFountain++;
            BattlesSinceArtifact++;
            roomMb.Init(RoomType.BattleRoom);
        }
    }