public IStaticShootingTargetAdaptor[] CreateStaticShootingTargetAdaptors() { List <IStaticShootingTargetAdaptor> resultList = new List <IStaticShootingTargetAdaptor>(); for (int i = 0; i < targetCount; i++) { GameObject targetGO = GameObject.Instantiate( shootingTargetPrefab, Vector3.zero, Quaternion.identity ); IStaticShootingTargetAdaptor targetAdaptor = targetGO.GetComponent(typeof(IStaticShootingTargetAdaptor)) as IStaticShootingTargetAdaptor; targetAdaptor.SetIndex(i); targetAdaptor.SetStaticShootingTargetReserveAdaptor(this); targetAdaptor.SetPopUIReserveAdaptor(popUIReserveAdaptor); targetAdaptor.SetDestroyedTargetReserveAdaptor(destroyedTargetReserveAdaptor); targetAdaptor.SetGameStatsTrackerAdaptor(gameStatsTrackerAdaptor); targetAdaptor.SetShootingManagerAdaptor(shootingManagerAdaptor); targetAdaptor.SetAudioManagerAdaptor(audioManagerAdaptor); targetAdaptor.SetUp(); targetAdaptor.SetUpDetectorAdaptors(); resultList.Add(targetAdaptor); } return(resultList.ToArray()); }
public ConstArg( int index, UnityBase.IBellCurve healthBellCurve, IStaticShootingTargetAdaptor adaptor, ITargetData targetData ) : base( index, healthBellCurve, adaptor, targetData ) { }