public virtual void Initialize(RenderContext context) { IsInitialized = true; //Load All Possible Pickups here PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.Health, "Model/Dynamic/Player_Model")); }
public void Initialize(RenderContext context) { var scaleX = 1.5f; var scaleY = 1.2f; //Add Possible Grounds to the list, if all the files have the correct namegiving everything should be loaded in if (PiecePrefabList.Count == 0) { PiecePrefabList.AddPrefab(new PiecePrefab(context, Collision.Col1, "Piece1", scaleX, scaleY)); PiecePrefabList.AddPrefab(new PiecePrefab(context, Collision.Col2, "Piece2", scaleX, scaleY)); PiecePrefabList.AddPrefab(new PiecePrefab(context, Collision.Col3, "Piece4", scaleX, scaleY)); PiecePrefabList.AddPrefab(new PiecePrefab(context, Collision.Col4, "Piece6", scaleX, scaleY)); PiecePrefabList.AddPrefab(new PiecePrefab(context, Collision.Col5, "Piece8", -scaleX, scaleY)); } //Fill Pickups if (PickupPrefabList.Count == 0) { //Load All Possible Pickups here, models and name //Models /*aPickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.Health, "PickupLife")); * PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.SpeedUp, "PickupSpeed")); * PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.SpeedDown, "PickupSpeed")); * PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.WindUp, "PickupSwirl")); * PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.WindDown, "PickupSwirl")); */ // PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.Health, "PickupLife")); PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.SpeedUp, "PickupFast")); PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.SpeedDown, "PickupFast")); PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.WindUp, "PickupWhirl")); PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.WindDown, "PickupWhirl")); PickupPrefabList.AddPrefab(new PickupPrefab(context, PickupName.WindVulcano, "WindVulcano")); } //Fill trees if (TreePrefabList.Count == 0) { TreePrefabList.AddPrefab(new TreePrefab(context, TreeName.Tree1, "Tree1")); TreePrefabList.AddPrefab(new TreePrefab(context, TreeName.Tree2, "Tree2")); TreePrefabList.AddPrefab(new TreePrefab(context, TreeName.Tree3, "Tree3")); } //Fill Enemies if (EnemyPrefabList.Count == 0) { //Load all Possible Pickups here, models and name EnemyPrefabList.AddPrefab(new EnemyPrefab(context, EnemyName.Wheel, "EnemyRotator")); EnemyPrefabList.AddPrefab(new EnemyPrefab(context, EnemyName.Smash, "SmashingWall")); EnemyPrefabList.AddPrefab(new EnemyPrefab(context, EnemyName.FallDown, "Enemy1")); } //always the same startpieces m_Level.Add(new Level_0()); m_Level[0].Initialize(context); GenerateLevel(m_LevelsToGenerate, context); }