/// <summary> /// Called to give a PlayerBackNotification all important variables /// </summary> /// <param name="notificationText">The text that is displayed on the notification</param> /// <param name="floatUpSpawner">Reference to the FloatUpSpawner</param> /// <param name="type">The type of resource that the player gets</param> /// <param name="secondsSincePause">The seconds the player paused the game</param> /// <param name="additionalMoney">The money the player gets additional to the secondsSincePause</param> /// <param name="soundController">The sound controller to play the sound</param> /// <param name="harvesters">List of all harvesters</param> public void Initialize(string notificationText, FloatUpSpawner floatUpSpawner, FloatUp.ResourceType type, long secondsSincePause, long additionalMoney, SoundController soundController, ref List <Harvester> harvesters) { this.NotificationText.text = notificationText; this.floatUpSpawner = floatUpSpawner; this.type = type; this.secondsSincePause = secondsSincePause; this.additionalMoney = additionalMoney; this.harvesters = harvesters; this.soundController = soundController; }
/// <summary>Method creates a new FloatUp element of the given parameters</summary> /// <param name="value">The value to display in the generated FloatUp element</param> /// <param name="type">The type of the generated FloatUp element. For example this could decide between Powerlevel and Dollar.</param> /// <param name="pos">The position at which the FloatUp will spawn and begin traveling</param> public void GenerateFloatUp(long value, FloatUp.ResourceType type, Vector2 pos) { var go = Instantiate(this.FloatUpPrefab, transform); if (value > 0) { pos += new Vector2(0, 25); } else { pos += new Vector2(0, -25); } go.transform.position = pos; go.GetComponent <FloatUp>().Initialize(type, value, this.FadeTime, this.TravelDistance); this.soundController.StartSound(SoundController.Sounds.FLOATUP); }