コード例 #1
0
    // Cube Spawning
    void Spawn_Cubes()
    {
        for (int i = 0; i < cubes_spawning; i++)
        {
            int current_number = Random.Range(0, temp_all_spots.Count);

            cube_spawning_spots.Add(temp_all_spots[current_number]);
            temp_all_spots.Remove(temp_all_spots[current_number]);
        }

        // Selects Random Ints Within the Cube Spawn List To Spawn Items Under Cubes
        power_up_int = Random.Range(0, cube_spawning_spots.Count);
        exit_int     = Random.Range(0, cube_spawning_spots.Count);

        for (int i = 0; i < cube_spawning_spots.Count; i++)
        {
            Instantiate(wall_prefab, cube_spawning_spots[i].transform.position, cube_spawning_spots[i].transform.rotation);

            if (power_up_int == i)
            {
                GameObject powerup = Instantiate(power_up_prefab, cube_spawning_spots[i].transform.position, cube_spawning_spots[i].transform.rotation) as GameObject;
                powerup.GetComponent <Power_Up>().power_up_type = power_up_type;
            }

            if (exit_int == i)
            {
                GameObject exit_go = Instantiate(exit_prefab, new Vector3(cube_spawning_spots[i].transform.position.x, 0.001f, cube_spawning_spots[i].transform.position.z), cube_spawning_spots[i].transform.rotation) as GameObject;
                exit = exit_go.GetComponent <Level_Exit>();
            }
        }
    }
コード例 #2
0
    // Selects The Bonus For The Stage Dependant On What Data Says It Is Meant To Be
    public void Select_Bonus(Level_Exit exit, Wall_Spawner w_spawner)
    {
        level_exit   = GameObject.FindGameObjectWithTag("Exit").GetComponent <Level_Exit>();
        wall_spawner = w_spawner;

        level_number = Data.game_data.level_number;
        bonus_type   = Data.game_data.bonus_types[level_number];

        d_walls = wall_spawner.cubes_spawning;
    }
コード例 #3
0
    // Called When The Enemy Dies
    public void Die()
    {
        Level_Exit lvl_exit = GameObject.FindGameObjectWithTag("Exit").GetComponent <Level_Exit>();

        lvl_exit.number_of_enemies--;

        Data.game_data.score += points;

        Destroy(gameObject);
    }
コード例 #4
0
    IEnumerator Initial_Delay()
    {
        yield return(new WaitForSeconds(0.1f));

        local_wall_spawner.Delay();
        local_data.Delay();
        local_bonuses.Select_Bonus(local_level_exit, local_wall_spawner);

        yield return(new WaitForSeconds(0.1f));

        local_level_exit = local_wall_spawner.exit;
        local_level_exit.Delay();
        local_ui.Delay();


        yield return(new WaitForSeconds(2.0f));

        local_bonuses.started = true;
    }