public float GetCurrentFloorY() { GameObject floor = floors[0]; RandomFloor rf = floor.GetComponent <RandomFloor>(); return(rf.GetFloorY); }
public void LevelUp() { trashFloors.Add(floors[0]); floors.RemoveAt(0); lastFloor += 1; currentFloor += 1; floors.Add(RandomFloor.Create(lastFloor, 4)); if (trashFloors.Count > 3) { var floorToDelete = trashFloors[0]; trashFloors.RemoveAt(0); Destroy(floorToDelete); } }
//public GameObject[] trees; // Use this for initialization void Start() { currentFloor = 1; lastFloor = 0; floors = new List <GameObject>(); trashFloors = new List <GameObject>(); for (int i = 0; i < numLevels; i++) { lastFloor += 1; floors.Add(RandomFloor.Create(lastFloor, 4)); } //Instantiate(player, new Vector3((35.9f), GetCurrentFloorY(), 0f), Quaternion.Euler(new Vector3(0.0f, -90.0f, 0.0f))); Instantiate(player, new Vector3((105f), 0f, 0f), Quaternion.Euler(new Vector3(0.0f, -90.0f, 0.0f))); }
public static GameObject Create(int floorNum, int numEnemies) { if (prefab == null) { prefab = Resources.Load("Prefabs/Floor"); } GameObject go = Instantiate(prefab) as GameObject; RandomFloor rf = go.GetComponent <RandomFloor>(); rf.floorNum = floorNum; rf.rooms = new List <GameObject>(); for (int i = 0; i < rf.roomCount; i++) { GameObject room = RandomRoom.Create(go, i, floorNum, rf.roomCount, hasEnemy: true); rf.rooms.Add(room); } go.transform.localPosition = new Vector3(0.0f, rf.GetFloorY, 0.0f); return(go); }