コード例 #1
0
ファイル: GameManager.cs プロジェクト: Svhugani/FroggerGitRep
    // GENERATE SINGLE MOVING OBJECT ( CAR, TREE, TURTLE, WITH CORRESPONDING LABELS 0, 1, 2)
    void GenerateSingleObject(float objectSpeed, bool rightDirection, Vector2 position, GameObject prefab, int label)
    {
        List <MoovingObject> listOfPulledObjects;

        if (label == 0)
        {
            listOfPulledObjects = _listOfPulledCars;
        }
        else if (label == 1)
        {
            listOfPulledObjects = _listOfPulledTrees;
        }
        else
        {
            listOfPulledObjects = _listOfPulledTurtles;
        }


        if (listOfPulledObjects.Count == 0)
        {
            MoovingObject tmpObjectSc = Instantiate(prefab, position, Quaternion.identity).GetComponent <MoovingObject>();
            tmpObjectSc.SetBounds(leftSpawnX.transform.position.x, rightSpawnX.transform.position.x);
            tmpObjectSc.SetGameManagerRef = this;
            tmpObjectSc.ObjectType        = label;
            tmpObjectSc.ActivateObject(false);
            listOfPulledObjects.Add(tmpObjectSc);
        }

        MoovingObject objectSc = listOfPulledObjects[0];

        listOfPulledObjects.RemoveAt(0);
        objectSpeed = rightDirection ? objectSpeed : -objectSpeed;
        objectSc.InitializeObject(position, objectSpeed);
    }
コード例 #2
0
ファイル: GameManager.cs プロジェクト: Svhugani/FroggerGitRep
    // PULL OBJECT TO REUSABLE LIST OF OBJECT INSTEAD OF CREATING NEW ONES
    public void PullObject(MoovingObject objectSc)
    {
        objectSc.ActivateObject(false);

        if (objectSc.ObjectType == 0)
        {
            _listOfPulledCars.Add(objectSc);
        }
        else if (objectSc.ObjectType == 1)
        {
            _listOfPulledTrees.Add(objectSc);
        }
        else
        {
            _listOfPulledTurtles.Add(objectSc);
        }
    }