private void CreateAllVirus() { BigVirusBehaviour bigVirusBlueBehaviour = bigVirusBlue.GetComponent <BigVirusBehaviour>(); BigVirusBehaviour bigVirusRedBehaviour = bigVirusRed.GetComponent <BigVirusBehaviour>(); BigVirusBehaviour bigVirusYellowBehaviour = bigVirusYellow.GetComponent <BigVirusBehaviour>(); VirusBehaviour virusBehaviour = null; for (int i = 0; i < _quantityBlueVirus; i++) { GameObject virus = GameObject.Instantiate(_virusPrefab["blue"], new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 0)); virusBehaviour = virus.GetComponent <VirusBehaviour>(); virusBehaviour.SetBigVirusAndBoard(bigVirusBlueBehaviour, transform.gameObject); } for (int i = 0; i < _quantityRedVirus; i++) { GameObject virus = GameObject.Instantiate(_virusPrefab["red"], new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 0)); virusBehaviour = virus.GetComponent <VirusBehaviour>(); virusBehaviour.SetBigVirusAndBoard(bigVirusRedBehaviour, transform.gameObject); } for (int i = 0; i < _quantityYellowVirus; i++) { GameObject virus = GameObject.Instantiate(_virusPrefab["yellow"], new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 0)); virusBehaviour = virus.GetComponent <VirusBehaviour>(); virusBehaviour.SetBigVirusAndBoard(bigVirusYellowBehaviour, transform.gameObject); } }
public Virus(Color virusColor, Transform parent, Dictionary <string, int> position, Transform self, VirusBehaviour behaviuor) { VirusColor = virusColor; PositionRow = position["row"]; PositionColumn = position["column"]; Behaviour = behaviuor; Vector3 pos = new Vector3(Constants.VirusSizeColumn * (position["column"] + 1) + Constants.InitPositionColumns, Constants.VirusSize * (position["row"] + 1) + Constants.InitPositionRows, 0); self.position = pos; self.parent = parent; IsDestroyed = false; }
public void MyAwake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } Debug.Log("Fui criado hee"); }
void Start() { //Get Parent Reference ParentScript = transform.parent.gameObject.GetComponent <VirusBehaviour>(); }
void Awake() { #region SINGLETON if (instance == null) { instance = this; } else { Destroy(gameObject); } #endregion UIBehaviours = new List <IBehaviour>(); Behaviours = new List <IBehaviour>(); // Add UI Behaviours UIBehaviours.Add(mapUI as IBehaviour); // Cria todos os behaviours GameObject virusObj = CreateObj("VirusBehaviour"); virusBehaviour = virusObj.AddComponent <VirusBehaviour>(); virusBehaviour.virusPopperPrefab = VirusPopperPrefab; virusBehaviour._VirusUI = virusUI; GameObject mapObj = CreateObj("MapBehaviour"); mapBehaviour = mapObj.AddComponent <MapBehaviour>(); mapBehaviour.RegionPrefab = RegionPrefab; mapBehaviour.WGrid = 41; mapBehaviour.HGrid = 27; mapBehaviour.SeaLevel = 0.4f; mapBehaviour.Scale = 0.2f; mapBehaviour.transform.position = new Vector3(-8.881f, -5f); GameObject wallObj = CreateObj("TrumpBehaviour"); trumpBehaviour = wallObj.AddComponent <TrumpBehaviour>(); trumpBehaviour.WallPrefab = WallPrefab; AddBehaviour(mapBehaviour as IBehaviour); AddBehaviour(virusBehaviour as IBehaviour); AddBehaviour(trumpBehaviour as IBehaviour); GameObject timerManager = CreateObj("TimerManager"); timer = timerManager.AddComponent <Timer>(); timeUI.timer = timer; // Run Logic Behaviours first foreach (IBehaviour behaviour in Behaviours) { behaviour.MyAwake(); } foreach (IBehaviour behaviour in Behaviours) { behaviour.MyStart(); } // Run UI Behaviours second foreach (IBehaviour behaviour in UIBehaviours) { behaviour.MyAwake(); } foreach (IBehaviour behaviour in UIBehaviours) { behaviour.MyStart(); } }