// Use this for initialization void Start() { platformWidths = new float[objectPools.Length]; for (int i = 0; i < objectPools.Length; i++) { platformWidths[i] = objectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minPlatformHeight = transform.position.y; maxPlatformHeight = maxPlatformHeightPoint.position.y; coinGenerator = FindObjectOfType <CoinGenerator>(); powerUpGenerator = FindObjectOfType <PowerUpGenerator>(); if (PlayerPrefs.HasKey("PowerUpChanceUpgrade")) { powerUpThreshold = 1 + PlayerPrefs.GetInt("PowerUpChanceUpgrade"); } else { powerUpThreshold = 1; } if (PlayerPrefs.HasKey("CarrotSpawnChanceUpgrade")) { randomCarrotThreshold = 35 + PlayerPrefs.GetInt("CarrotSpawnChanceUpgrade"); } else { randomCarrotThreshold = 35; } aboveMidCounter = 0; }
public void GeneratePowerUpTest() { // GameItem-Liste initialisieren GameItem.GameItemList = new System.Collections.Generic.LinkedList <IGameItem>(); // Speedboost PowerUp in die Liste eintragen int frequency = 1000; CreatePowerUp create = delegate(Vector2 pos, Vector2 vel) { new Speedboost(pos, vel); }; PowerUpGenerator.AddAvailablePowerUp(PowerUpEnum.Speedboost, frequency, create); // Passende Parameter initialisieren PowerUpEnum type = PowerUpEnum.Speedboost; Vector2 position = Vector2.Zero; PowerUpGenerator.GeneratePowerUp(type, position); // Überprüfen, ob tatsächlich das gewünschte PowerUp erstellt wurde Assert.AreEqual(GameItem.GameItemList.Count, 1); Assert.AreEqual(GameItem.GameItemList.First.Value is Speedboost, true); // GameItem-Liste zurücksetzen GameItem.GameItemList = null; }
// Start is called before the first frame update private void Update() { if (GameManager.instance.gamePaused) { return; } var distance = Vector3.Distance(transform.position, PlayerController.Position); if (distance > 40f) { PowerUpGenerator.RemovePowerUp(); Destroy(gameObject); } transform.Rotate(0f, 0f, Time.fixedDeltaTime * 50f, Space.Self); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); powerUpGenerator = GetComponent <PowerUpGenerator>(); fieldManager = GetComponent <FieldManager>(); uiManager = GetComponent <UIManager>(); }
void Start() { MapGenerator newMap = new MapGenerator(width, length, breakWallNumber); newMap.GenerateConcreteWalls(); newMap.GenerateGround(); if (method == GenerationMethod.Random) { newMap.RandomGenerateBreakWalls(); } else { newMap.GenerateBreakWalls(); } DynamicObjectGenerator dynamicOG = new DynamicObjectGenerator(newMap.GetMatrix(), width, length); dynamicOG.CreatePlayer(); dynamicOG.CreateEnemy(enemyNumber); dynamicOG.CreateSmartEnemy(smartEnemyNumber); PowerUpGenerator powerUpGen = new PowerUpGenerator(newMap.GetMatrix(), width, length); powerUpGen.SetPowerUps(); powerUpGen.SetExit(); }
public void AddPowerUp(GameObject[] gameObject) { PowerUpGenerator powerUp = new PowerUpGenerator(); powerUp.Generate(gameObject); }
private void Start() { status = GetComponent <PlayerStatus>(); style = GetComponent <PlayerStyle>(); generator = GameObject.FindObjectOfType <PowerUpGenerator>(); }