private void GenerateLandscape() { List<GameObject> spawnedObjects = new List<GameObject>(); m_house = new Hs_Building(); /// /// Backgrounds /// List<BackgroundObject> backgrounds; backgrounds = BackgroundObject.CreateBackgroundObjects((int)(ActiveTileCount * 1.25f), null, new Vector2(TotalLevelWidth, 1), new Vector2(50, 0), StyleManager.LevelStyle.Country, 0); for (int i = 0; i < backgrounds.Count; ++i) backgrounds[i].Transform.PosY -= 20; spawnedObjects.AddRange(backgrounds); backgrounds = BackgroundObject.CreateBackgroundObjects((int)(ActiveTileCount * 1.5f), null, new Vector2(TotalLevelWidth, 1), new Vector2(50, 0), StyleManager.LevelStyle.Country, 1); for (int i = 0; i < backgrounds.Count; ++i) backgrounds[i].Transform.PosY -= 100; spawnedObjects.AddRange(backgrounds); backgrounds = BackgroundObject.CreateBackgroundObjects(ActiveTileCount * 2, null, new Vector2(TotalLevelWidth, 1), new Vector2(50, 0), StyleManager.LevelStyle.Country, 2); for (int i = 0; i < backgrounds.Count; ++i) backgrounds[i].Transform.PosY -= 200; spawnedObjects.AddRange(backgrounds); m_levelObjects[(int)LevelObjectType.Backgrounds] = spawnedObjects; /// /// Earth Tiles /// spawnedObjects = new List<GameObject>(); for (int i = 0; i < m_earthTiles.Length; ++i) { m_earthTiles[i] = new EarthTile(i); spawnedObjects.Add(m_earthTiles[i]); } m_levelObjects[(int)LevelObjectType.EarthTile] = spawnedObjects; }
public void SetMovingIn(House finishHouse) { if (!IsDead) { m_currentState = BackpackerState.MovingOut; // PlaceBetween(finishHouse.HouseSprite, finishHouse.EntranceMask); m_actionManager.StartNew(new SpriteSheetAnimation(m_sprite, 0, 1, 0.05f, -1)); m_targetX = finishHouse.HouseExitPoint; Transform.ParentTransform = null; } }
public void SetMovingOut(House startHouse) { //if (!IsDead) //{ // m_currentState = BackpackerState.MovingOut; // m_targetX += startHouse.RallyPoint; // m_actionManager.StartNew(new Animation(m_sprite, 0, 1, 0.09f, true)); //} }
public void SetAtStart(House startHouse) { if (!IsDead) { Transform.ParentTransform = null; m_currentState = BackpackerState.Idle; if (startHouse == null) { Transform.PosX = -100; } else { Transform.PosX = startHouse.HouseExitPoint; } } }