private GameObject CreateLevelObject(mg_bc_LevelObject _type) { GameObject gameObject = null; if (_type.Type == "anvil") { gameObject = GetHazard(mg_bc_EHazardType.HAZARD_ANVIL); } else if (_type.Type == "flowers") { gameObject = GetHazard(mg_bc_EHazardType.HAZARD_FLOWERS); } else if (_type.Type == "fish") { gameObject = GetHazard(mg_bc_EHazardType.HAZARD_FISH); } else if (_type.Type == "extra_life") { gameObject = GetLifePowerup(); m_isFlyingPowerup = true; } else if (_type.Type == "shield") { gameObject = GetShieldPowerup(); m_isFlyingPowerup = true; } else { gameObject = GetBag(); } return(gameObject); }
private void ParseLevelXMLObject(XmlNode _xml, mg_bc_Level _level) { mg_bc_LevelObject mg_bc_LevelObject2 = new mg_bc_LevelObject(); _level.LevelObjects.Add(mg_bc_LevelObject2); mg_bc_LevelObject2.Type = _xml.Attributes["type"].Value; mg_bc_LevelObject2.Odds = Convert.ToInt32(_xml.Attributes["odds"].Value); _level.TotalObjectOdds += mg_bc_LevelObject2.Odds; }
private GameObject GenerateObjectToSpawn() { mg_bc_LevelObject mg_bc_LevelObject2 = null; float value = UnityEngine.Random.value; if (value <= m_activeLevel.PowerupChance) { int num = UnityEngine.Random.Range(0, m_activeLevel.TotalPowerUpOdds); foreach (mg_bc_LevelObject powerUp in m_activeLevel.PowerUps) { if (num < powerUp.Odds && CanSpawn(powerUp.Type)) { mg_bc_LevelObject2 = powerUp; break; } num -= powerUp.Odds; } } if (mg_bc_LevelObject2 == null) { int num = UnityEngine.Random.Range(0, m_activeLevel.TotalObjectOdds); foreach (mg_bc_LevelObject levelObject in m_activeLevel.LevelObjects) { if (num < levelObject.Odds && CanSpawn(levelObject.Type)) { mg_bc_LevelObject2 = levelObject; break; } num -= levelObject.Odds; } } GameObject gameObject = null; if (mg_bc_LevelObject2 == null) { return(GetBag()); } return(CreateLevelObject(mg_bc_LevelObject2)); }