Esempio n. 1
0
	public void Spawn(Vector3 trapPos, Vector3 leverPos) {
		GameStateManager gs = GameObject.Find ("GameState").GetComponent<GameStateManager> ();
		MapGen mg = GameObject.Find ("TileGenParent").GetComponent<MapGen> ();

		int layerMask = 1 << LayerMask.NameToLayer ("Default");
		RaycastHit2D hit = Physics2D.Raycast (trapPos, Vector2.up, Mathf.Infinity, layerMask);

		GameObject trap = gs.CreateOverNetworkInstant (trapPrefab, trapPos);
		SpringJoint2D joint = trap.GetComponent<SpringJoint2D> ();
		Rigidbody2D trapBody = trap.GetComponent<Rigidbody2D> ();

		Rigidbody2D colliderRigidbody = hit.collider.gameObject.AddComponent<Rigidbody2D> ();
		joint.connectedBody = colliderRigidbody;
		joint.connectedAnchor = joint.connectedBody.transform.InverseTransformPoint (hit.point);
		colliderRigidbody.constraints = RigidbodyConstraints2D.FreezeAll;

		GameObject lever = gs.CreateOverNetworkInstant (leverPrefab, leverPos);
		TrapDeployer deployer = lever.GetComponent<TrapDeployer> ();
		deployer.droppingTrap = trap;
		deployer.raisingTrap = trap;

		MapGen.Room room = mg.GetRandomRoom ();
		float deltaX = Random.value * mg.roomWidth;
		float deltaY = Random.value * mg.roomHeight;
		Vector2 pos = new Vector2 (room.x + deltaX, room.y - deltaY);

		GameObject enemy = gs.CreateOverNetworkInstant (enemyPrefab, pos);

	 	tm = trap.GetComponent<TrapManager> ();
		tm.AddTarget(enemy, ((manager) => {
			Debug.Log("Captured enemy");
			GameObject.Find("GameState").GetComponent<GameStateManager>().ResetGame();
			return true;
		}));
	}
Esempio n. 2
0
    public void Spawn(Vector3 trapPos, Vector3 leverPos)
    {
        GameStateManager gs = GameObject.Find("GameState").GetComponent <GameStateManager> ();
        MapGen           mg = GameObject.Find("TileGenParent").GetComponent <MapGen> ();

        int          layerMask = 1 << LayerMask.NameToLayer("Default");
        RaycastHit2D hit       = Physics2D.Raycast(trapPos, Vector2.up, Mathf.Infinity, layerMask);

        GameObject    trap     = gs.CreateOverNetworkInstant(trapPrefab, trapPos);
        SpringJoint2D joint    = trap.GetComponent <SpringJoint2D> ();
        Rigidbody2D   trapBody = trap.GetComponent <Rigidbody2D> ();

        Rigidbody2D colliderRigidbody = hit.collider.gameObject.AddComponent <Rigidbody2D> ();

        joint.connectedBody           = colliderRigidbody;
        joint.connectedAnchor         = joint.connectedBody.transform.InverseTransformPoint(hit.point);
        colliderRigidbody.constraints = RigidbodyConstraints2D.FreezeAll;

        GameObject   lever    = gs.CreateOverNetworkInstant(leverPrefab, leverPos);
        TrapDeployer deployer = lever.GetComponent <TrapDeployer> ();

        deployer.droppingTrap = trap;
        deployer.raisingTrap  = trap;

        MapGen.Room room   = mg.GetRandomRoom();
        float       deltaX = Random.value * mg.roomWidth;
        float       deltaY = Random.value * mg.roomHeight;
        Vector2     pos    = new Vector2(room.x + deltaX, room.y - deltaY);

        GameObject enemy = gs.CreateOverNetworkInstant(enemyPrefab, pos);

        tm = trap.GetComponent <TrapManager> ();
        tm.AddTarget(enemy, ((manager) => {
            Debug.Log("Captured enemy");
            GameObject.Find("GameState").GetComponent <GameStateManager>().ResetGame();
            return(true);
        }));
    }