Esempio n. 1
0
    void Update()
    {
        if (callOnce == false)
        {
            bangGetPoint = true;
            callOnce     = true;
        }

        if (bangGetPoint)
        {
            Vector3 randomPoint = GetRandomPointOnMesh(lookupCollider.sharedMesh) * 0.3f;
            randomPoint += lookupCollider.transform.position;

            //UGLIEST CODE ALIVE -- PROTECT YOUR EYES
            sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
            sphere.transform.position = new Vector3(randomPoint.x, 1f, randomPoint.z);
            //sphere.GetComponent<Renderer>().material.color = new Color(0, 1, 0, 1);
            sphere.tag = "PickUp";
            WallRotate wrScript = sphere.AddComponent <WallRotate>();
            wrScript.ySpeed = -10.0f;
            sphere.GetComponent <Collider>().isTrigger = true;

            if (roomManager.points == roomManager.maxPoints - roomManager.spherePoints)
            {
                Material newMat = Resources.Load("Collectable", typeof(Material)) as Material;
                sphere.GetComponent <Renderer>().material = newMat;
                Color color = new Color(0, 0, 1, 1);
                sphere.GetComponent <Renderer>().material.SetColor("_EmissionColor", color);
            }
            else
            {
                Material newMat = Resources.Load("Collectable", typeof(Material)) as Material;
                sphere.GetComponent <Renderer>().material = newMat;
            }


            bangGetPoint = false;
        }
    }
Esempio n. 2
0
    public void GenerateLevelData(bool withBackup = false)
    {
        Debug.Log(withBackup);
        if (withBackup)
        {
            level = backupLevel;
        }
        else
        {
            // Push all data to level
            // Gain bomb data
            List <BombInfo> bombInfos = new List <BombInfo>();
            List <WallInfo> wallInfos = new List <WallInfo>();

            level = new Level(levelIndex, numberOfClick, tutorialContent, bombInfos, wallInfos, extraBombs, normalLevel, shooterLevel, waveLevel, targetLevel, acidLevel);
            LevelUtil.setCurrentLevel(level);

            GameObject[] bombs = findGameObjectsWithTag("bomb");
            for (int i = 0; i < bombs.Length; i++)
            {
                GameObject bomb        = bombs[i];
                BombInfo   bombInfo    = new BombInfo();
                Explode    bombExplode = bomb.GetComponent <Explode>();

                bombInfo.initAngle = -1 * bombExplode.initAngle;
                bombInfo.type      = bombExplode.type;
                bombInfo.isLocked  = bombExplode.isLocked;
                bombInfo.timeout   = bombExplode.timeout;

                BombRotate bombRotate = bomb.GetComponent <BombRotate>();
                if (bombRotate.speed > 0)
                {
                    bombInfo.rotate = new BombRotateData(bombRotate.isClockwise, bombRotate.speed);
                }
                else
                {
                    bombInfo.rotate = null;
                }

                BombMovement bombMovement = bomb.GetComponent <BombMovement>();
                if (bombMovement.speed > 0)
                {
                    bombInfo.initPosition.Fill(bomb.GetComponent <Explode>().initPosition);
                    MyVector3[] points = new MyVector3[bombMovement.points.Count];
                    for (int j = 0; j < bombMovement.points.Count; j++)
                    {
                        points[j] = new MyVector3();
                        points[j].Fill(bombMovement.points[j]);
                    }
                    bombInfo.movement = new BombMovementData(bombMovement.type, points, bombMovement.distances, bombMovement.speed, bombMovement.radius, bombMovement.isClockwise, bombMovement.initAngle);
                }
                else
                {
                    bombInfo.initPosition.Fill(bomb.transform.position);
                    bombInfo.movement = null;
                }

                bombInfos.Add(bombInfo);
            }

            // Gain wall data
            GameObject[] walls = findGameObjectsWithTag("wall");
            for (int i = 0; i < walls.Length; i++)
            {
                GameObject wall     = walls[i];
                WallInfo   wallInfo = new WallInfo();
                wallInfo.initAngle = wall.GetComponent <Wall>().initAngle;
                wallInfo.initPosition.Fill(wall.transform.position);
                wallInfo.maxHealth     = wall.GetComponent <Wall>().maxHealth;
                wallInfo.currentHealth = wall.GetComponent <Wall>().currentHealth;
                wallInfo.type          = wall.GetComponent <Wall>().type;

                WallRotate wallRotate = wall.GetComponent <WallRotate>();
                if (wallRotate.speed > 0)
                {
                    wallInfo.rotate = new WallRotateData(wallRotate.isClockwise, wallRotate.speed);
                }
                else
                {
                    wallInfo.rotate = null;
                }

                WallMovement wallMovement = wall.GetComponent <WallMovement>();
                if (wallMovement.speed > 0)
                {
                    wallInfo.initPosition.Fill(wall.GetComponent <Explode>().initPosition);
                    MyVector3[] points = new MyVector3[wallMovement.points.Count];
                    for (int j = 0; j < wallMovement.points.Count; j++)
                    {
                        points[j] = new MyVector3();
                        points[j].Fill(wallMovement.points[j]);
                    }
                    wallInfo.movement = new WallMovementData(wallMovement.type, points, wallMovement.distances, wallMovement.speed, wallMovement.radius, wallMovement.isClockwise, wallMovement.initAngle);
                }
                else
                {
                    wallInfo.initPosition.Fill(wall.transform.position);
                    wallInfo.movement = null;
                }

                wallInfos.Add(wallInfo);
            }

            level.walls = wallInfos;
            level.bombs = bombInfos;
            backupLevel = level;
        }
    }