public DemonFactory() { AssetProxy prefabLoader = new AssetProxy(typeof(GameObject)); meleePrefab = prefabLoader.LoadAsset("Objects/Enemy/Demon.prefab"); rangedPrefab = prefabLoader.LoadAsset("Objects/Enemy/Demon.prefab"); }
public AbstractSpawner() { AssetProxy prefabLoader = new AssetProxy(typeof(GameObject)); playerPrefab = prefabLoader.LoadAsset("Objects/Player/Player.prefab"); healtBarPrefab = prefabLoader.LoadAsset("Objects/HpBar/healthBar.prefab"); }
public ClosedState() { AssetProxy GameObjectLoader = new AssetProxy(typeof(GameObject)); hpbar = GameObjectLoader.LoadAsset("Objects/HpBar/healthBar.prefab"); bossEnemy = GameObjectLoader.LoadAsset("Objects/Enemy/Skeleton.prefab"); // redo to spawner }
public void BuildExit() { AssetProxy pr = new AssetProxy(typeof(GameObject)); GameObject exitTile = Object.Instantiate(pr.LoadAsset("Objects/Tiles/ExitTile.prefab")); Vector2Int settings = StaticTestSettings.getMapSize(); int stX = settings.x; int stY = settings.y; List <Vector3> availabeleExitLocation = new List <Vector3>(); do { for (int i = -stX / 2; i < stX / 2; i++) { for (int j = -stY / 2; j < stY / 2; j++) { if (tiles.GetIndoorTiles().Contains(mapOperations.GetGroundTile(new Vector3Int(i, j, 0))) && !tiles.GetStructureTiles().Contains(mapOperations.GetStructureTile(new Vector3Int(i, j, 0)))) { if (Random.value < 0.1) { availabeleExitLocation.Add(new Vector3(i, j)); } } } } }while (availabeleExitLocation.Count == 0); int exitLocationIndex = Random.Range(0, availabeleExitLocation.Count); Vector3 exitLocation = availabeleExitLocation[exitLocationIndex]; exitTile.transform.Translate(exitLocation); exitTile.transform.Translate(new Vector3(0.5f, 0.5f)); }
public SkeletonProjectile(float speed) { AssetProxy prefabLoader = new AssetProxy(typeof(GameObject)); projectilePrefab = prefabLoader.LoadAsset("Objects/Projectiles/Bone.prefab"); projectilePrefab.GetComponent <Projectile>().speed = speed; }
public OpenedState() { gameData = new AssetProxy(typeof(GameData)).LoadAsset("Objects/Data.asset"); AssetProxy GameObjectLoader = new AssetProxy(typeof(GameObject)); particles = Object.Instantiate(GameObjectLoader.LoadAsset("Objects/Tiles/ExitTileParticles.prefab")); particleSystem = particles.GetComponent <ParticleSystem>(); particleSystem.Stop(); }
public DamageSpawn() { AssetProxy prefabLoader = new AssetProxy(typeof(GameObject)); GameObject buffPrefab = prefabLoader.LoadAsset("Objects/Buffs/Damage.prefab"); buffObject = Object.Instantiate(buffPrefab); DamageBuff healBuffScript = buffObject.GetComponent <DamageBuff>(); healBuffScript.damage = DAMAGE_UPGRADE_AMOUNT; buffObject.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); }
public HealSpawn() { AssetProxy prefabLoader = new AssetProxy(typeof(GameObject)); GameObject buffPrefab = prefabLoader.LoadAsset("Objects/Buffs/Heal.prefab"); buffObject = Object.Instantiate(buffPrefab); HealBuff healBuffScript = buffObject.GetComponent <HealBuff>(); healBuffScript.healAmount = HEAL_AMOUNT; buffObject.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); }
// Start is called before the first frame update void Start() { damage = PlayerPrefs.GetInt("Damage"); health = PlayerPrefs.GetInt("Health"); healthController = new HealthController(health); playerController = new PlayerController(); body = GetComponent <Rigidbody2D>(); //creating hpbar for player: AssetProxy prefabLoader = new AssetProxy(typeof(GameObject)); GameObject healtBarPrefab = prefabLoader.LoadAsset("Objects/HpBar/healthBar.prefab"); GameObject playerHpBar = Object.Instantiate(healtBarPrefab); playerHpBar.GetComponent <HealthBar>().setTarget(gameObject); gameObject.GetComponent <Player>().healthController.hpbar = playerHpBar.GetComponent <HealthBar>(); }
public VillageTileset() { ground = new List <TileBase>(); indoorGround = new List <TileBase>(); structures = new List <TileBase>(); decorationsOutside = new List <TileBase>(); decorationsInside = new List <TileBase>(); AssetProxy tileProxy = new AssetProxy(typeof(TileBase)); ground.Add(tileProxy.LoadAsset("Objects/Tiles/Shared/ground.asset")); ground.Add(tileProxy.LoadAsset("Objects/Tiles/Shared/ground1.asset")); decorationsInside.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/decoration_dungeon3.asset")); decorationsOutside.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/decoration_outdoor.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Village/village_floor.asset")); structures.Add(tileProxy.LoadAsset("Objects/Tiles/Village/village_wall.asset")); }
public ForestTileset() { ground = new List <TileBase>(); indoorGround = new List <TileBase>(); structures = new List <TileBase>(); decorationsInside = new List <TileBase>(); decorationsOutside = new List <TileBase>(); AssetProxy tileProxy = new AssetProxy(typeof(TileBase)); decorationsInside.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/decoration_dungeon.asset")); decorationsInside.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/decoration_dungeon1.asset")); decorationsInside.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/decoration_dungeon2.asset")); decorationsInside.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/decoration_dungeon3.asset")); decorationsOutside.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/decoration_outdoor.asset")); ground.Add(tileProxy.LoadAsset("Objects/Tiles/Shared/ground.asset")); ground.Add(tileProxy.LoadAsset("Objects/Tiles/Shared/ground1.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone_floor.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone_deco1.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone_deco2.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone_deco3.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone_deco4.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone_deco5.asset")); indoorGround.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone_deco6.asset")); structures.Add(tileProxy.LoadAsset("Objects/Tiles/Forest/stone.asset")); }
public Spawner() { AssetProxy prefabLoader = new AssetProxy(typeof(GameObject)); playerPrefab = prefabLoader.LoadAsset("Objects/Player/Player.prefab"); }