public void StartEmit() { enabled = true; readyToEmit = true; nextPlayerBallConfiguration = ballsEmiter.GetNextBallConfiguration(); InstantiateNewPlayerBall(); }
/// <summary> /// Zwraca losową konfiguracje /// </summary> /// <returns></returns> private BallConfiguration GetRandomBallConfiguration() { BallConfiguration ballConfiguration = configurations.Random(); //BallConfiguration.RandomConfiguration; ballConfigurations[ballConfiguration]++; return(ballConfiguration); }
/// <summary> /// Sprawdza czy konfiguracja jest poprawna, tzn. czy istnieje jeszcze w logice obiekt o takiej samej /// </summary> /// <param name="ballConfiguration"></param> /// <returns></returns> public bool CheckNextBallConfiguration(BallConfiguration ballConfiguration) { return(ballConfigurations.ContainsKey(ballConfiguration)); // if (!ballConfigurations.ContainsKey(ballConfiguration)) // return false; // if (ballConfigurations[ballConfiguration] > 1) // return true; // ballConfigurations.Remove(ballConfiguration); // return false; }
private void InstantiateNewPlayerBall() { playerBall = ballsEmiter.GetReusedPlayerBall() ?? Instantiate(playerBallPrefab); playerBall.transform.SetParent(transform, false); if (!ballsEmiter.CheckNextBallConfiguration(nextPlayerBallConfiguration)) { nextPlayerBallConfiguration = ballsEmiter.GetNextBallConfiguration(); } BallConfiguration ballConfiguration = nextPlayerBallConfiguration; nextPlayerBallConfiguration = ballsEmiter.GetNextBallConfiguration(); imgNextPlayerBall.material = nextPlayerBallConfiguration.material; playerBall.Set(ballConfiguration, this); }
public void Set(BallConfiguration ballConfiguration, PlayerBallEmiter emiter) { this.ballConfiguration = ballConfiguration; this.emiter = emiter; image.material = ballConfiguration.material; }
public void Set(Vector2Int position, Vector2 anchoredPosition, BallConfiguration ballConfiguration) { Set(position, anchoredPosition); this.ballConfiguration = ballConfiguration; image.material = ballConfiguration.material; }