public void LaunchModules() { InstantiateModule = MainController.Instance.ModuleCreator.Create <InstantiateModule> ("InstantiateModule"); PoolModule = MainController.Instance.ModuleCreator.Create <PoolModule> ("PoolModule"); PrefabCollection = MainController.Instance.ModuleCreator.Create <PrefabCollection> ("PrefabCollection"); ObjectSpawner = MainController.Instance.ModuleCreator.Create <ObjectSpawner> ("ObjectSpawner"); LevelCollection = new LevelCollection(); LevelLoader = new LevelLoader(); TimeingManager = new TimeingManager(); InputModuleUIMode = new InputModuleUIMode(); InputModulePlayMode = new InputModulePlayMode(); StageCreator = new StageCreator(); CoreParametersCreator = new CoreParametersCreator(); PointSystemCreator = new PointSystemCreator(); }
public RotatingPointSystem BuildPlayerFollowRingSetup(Transform _transformTheSystemIsAttachedTo) { RotatingPointSystem _newRotatingPointSystem = new RotatingPointSystem(); bool createInveted = false; PointRing[] _systemPointRings = new PointRing[18]; for (int i = 0; i < 18; i++) { if (createInveted == true) { createInveted = false; _systemPointRings[i] = PointSystemCreator.Create3PointRing(PointSystemCreator.GetPlayerSetupSizeingPatternOfRingsForIndex(i)); } else { createInveted = true; _systemPointRings[i] = PointSystemCreator.Create3PointRingInverted(PointSystemCreator.GetPlayerSetupSizeingPatternOfRingsForIndex(i)); } _systemPointRings[i].followTarget = _transformTheSystemIsAttachedTo; _systemPointRings[i].SpawnZAxisRotationParentObject(); //_systemPointRings[i].transform.SetParent(_transformTheSystemIsAttachedTo); } //Setup Ring Follow Speed To Simulate Rings Spread //Actives Rings _systemPointRings[0].followSpeed = 8f; _systemPointRings[1].followSpeed = 7f; _systemPointRings[2].followSpeed = 5.6f; _systemPointRings[3].followSpeed = 4f; _systemPointRings[4].followSpeed = 3f; _systemPointRings[5].followSpeed = 2f; _systemPointRings[6].followSpeed = 1f; _systemPointRings[7].followSpeed = 0.8f; _systemPointRings[8].followSpeed = 0.5f; //Unactives Rings _systemPointRings[9].followSpeed = 6f; _systemPointRings[10].followSpeed = 4f; _systemPointRings[11].followSpeed = 3f; _systemPointRings[12].followSpeed = 2f; _systemPointRings[13].followSpeed = 1f; _systemPointRings[14].followSpeed = 0.7f; _systemPointRings[15].followSpeed = 0.4f; _systemPointRings[16].followSpeed = 0.2f; _systemPointRings[17].followSpeed = 0.14f; //SetupRotationSpeeds to Simulate GravitionalForces _systemPointRings[0].rotationSpeed = 5f; _systemPointRings[1].rotationSpeed = 4.6f; _systemPointRings[2].rotationSpeed = 2f; _systemPointRings[3].rotationSpeed = 1f; _systemPointRings[4].rotationSpeed = 2f; _systemPointRings[5].rotationSpeed = 3.5f; _systemPointRings[6].rotationSpeed = 5f; _systemPointRings[7].rotationSpeed = 2f; _systemPointRings[8].rotationSpeed = 3f; //Unactives Rings _systemPointRings[9].rotationSpeed = 1f; _systemPointRings[10].rotationSpeed = 0.7f; _systemPointRings[11].rotationSpeed = 1.2f; _systemPointRings[12].rotationSpeed = 1.8f; _systemPointRings[13].rotationSpeed = 2f; _systemPointRings[14].rotationSpeed = 4f; _systemPointRings[15].rotationSpeed = 5f; _systemPointRings[16].rotationSpeed = 7f; _systemPointRings[17].rotationSpeed = 2f; //CustomTransformSetupPattern Transform[] _positionPointTransformsForActiveForceObjects; Transform[] _positionPointTransformsForUnactiveForceObjects; _positionPointTransformsForActiveForceObjects = new Transform[27]; _positionPointTransformsForActiveForceObjects[0] = _systemPointRings[0].Points[0].transform; _positionPointTransformsForActiveForceObjects[1] = _systemPointRings[1].Points[0].transform; _positionPointTransformsForActiveForceObjects[2] = _systemPointRings[2].Points[1].transform; _positionPointTransformsForActiveForceObjects[3] = _systemPointRings[0].Points[1].transform; _positionPointTransformsForActiveForceObjects[4] = _systemPointRings[1].Points[1].transform; _positionPointTransformsForActiveForceObjects[5] = _systemPointRings[2].Points[2].transform; _positionPointTransformsForActiveForceObjects[6] = _systemPointRings[0].Points[2].transform; _positionPointTransformsForActiveForceObjects[7] = _systemPointRings[1].Points[2].transform; _positionPointTransformsForActiveForceObjects[8] = _systemPointRings[2].Points[1].transform; _positionPointTransformsForActiveForceObjects[9] = _systemPointRings[3].Points[0].transform; _positionPointTransformsForActiveForceObjects[10] = _systemPointRings[4].Points[0].transform; _positionPointTransformsForActiveForceObjects[11] = _systemPointRings[5].Points[1].transform; _positionPointTransformsForActiveForceObjects[12] = _systemPointRings[3].Points[1].transform; _positionPointTransformsForActiveForceObjects[13] = _systemPointRings[4].Points[1].transform; _positionPointTransformsForActiveForceObjects[14] = _systemPointRings[5].Points[2].transform; _positionPointTransformsForActiveForceObjects[15] = _systemPointRings[3].Points[2].transform; _positionPointTransformsForActiveForceObjects[16] = _systemPointRings[4].Points[2].transform; _positionPointTransformsForActiveForceObjects[17] = _systemPointRings[5].Points[1].transform; _positionPointTransformsForActiveForceObjects[18] = _systemPointRings[6].Points[0].transform; _positionPointTransformsForActiveForceObjects[19] = _systemPointRings[7].Points[0].transform; _positionPointTransformsForActiveForceObjects[20] = _systemPointRings[8].Points[1].transform; _positionPointTransformsForActiveForceObjects[21] = _systemPointRings[6].Points[1].transform; _positionPointTransformsForActiveForceObjects[22] = _systemPointRings[7].Points[1].transform; _positionPointTransformsForActiveForceObjects[23] = _systemPointRings[8].Points[2].transform; _positionPointTransformsForActiveForceObjects[24] = _systemPointRings[6].Points[2].transform; _positionPointTransformsForActiveForceObjects[25] = _systemPointRings[7].Points[2].transform; _positionPointTransformsForActiveForceObjects[26] = _systemPointRings[8].Points[1].transform; _positionPointTransformsForUnactiveForceObjects = new Transform[27]; _positionPointTransformsForUnactiveForceObjects[0] = _systemPointRings[0].Points[0].transform; _positionPointTransformsForUnactiveForceObjects[1] = _systemPointRings[1].Points[0].transform; _positionPointTransformsForUnactiveForceObjects[2] = _systemPointRings[2].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[3] = _systemPointRings[0].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[4] = _systemPointRings[1].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[5] = _systemPointRings[2].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[6] = _systemPointRings[0].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[7] = _systemPointRings[1].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[8] = _systemPointRings[2].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[9] = _systemPointRings[3].Points[0].transform; _positionPointTransformsForUnactiveForceObjects[10] = _systemPointRings[4].Points[0].transform; _positionPointTransformsForUnactiveForceObjects[11] = _systemPointRings[5].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[12] = _systemPointRings[3].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[13] = _systemPointRings[4].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[14] = _systemPointRings[5].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[15] = _systemPointRings[3].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[16] = _systemPointRings[4].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[17] = _systemPointRings[5].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[18] = _systemPointRings[6].Points[0].transform; _positionPointTransformsForUnactiveForceObjects[19] = _systemPointRings[7].Points[0].transform; _positionPointTransformsForUnactiveForceObjects[20] = _systemPointRings[8].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[21] = _systemPointRings[6].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[22] = _systemPointRings[7].Points[1].transform; _positionPointTransformsForUnactiveForceObjects[23] = _systemPointRings[8].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[24] = _systemPointRings[6].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[25] = _systemPointRings[7].Points[2].transform; _positionPointTransformsForUnactiveForceObjects[26] = _systemPointRings[8].Points[1].transform; _newRotatingPointSystem.SystemPointRings = _systemPointRings; _newRotatingPointSystem.PositionPointTransformsForActiveForceObjects = _positionPointTransformsForActiveForceObjects; _newRotatingPointSystem.PositionPointTransformsForUnactiveFoceObjects = _positionPointTransformsForUnactiveForceObjects; _newRotatingPointSystem.TableOfAvaiablePointPositionsTransformsForActiveForceObjects = new Dictionary <int, bool>(18); _newRotatingPointSystem.TableOfAvaiablePointPositionsTransformsForUnactiveFoceObjects = new Dictionary <int, bool>(18); _newRotatingPointSystem.SystemType = RotatingPointSystemType.PlayerFollowSystem; return(_newRotatingPointSystem); }