Exemplo n.º 1
0
    public DemonFactory()
    {
        AssetProxy prefabLoader = new AssetProxy(typeof(GameObject));

        meleePrefab  = prefabLoader.LoadAsset("Objects/Enemy/Demon.prefab");
        rangedPrefab = prefabLoader.LoadAsset("Objects/Enemy/Demon.prefab");
    }
Exemplo n.º 2
0
    public AbstractSpawner()
    {
        AssetProxy prefabLoader = new AssetProxy(typeof(GameObject));

        playerPrefab   = prefabLoader.LoadAsset("Objects/Player/Player.prefab");
        healtBarPrefab = prefabLoader.LoadAsset("Objects/HpBar/healthBar.prefab");
    }
Exemplo n.º 3
0
    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
    }
Exemplo n.º 4
0
    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));
    }
Exemplo n.º 5
0
    public SkeletonProjectile(float speed)
    {
        AssetProxy prefabLoader = new AssetProxy(typeof(GameObject));

        projectilePrefab = prefabLoader.LoadAsset("Objects/Projectiles/Bone.prefab");
        projectilePrefab.GetComponent <Projectile>().speed = speed;
    }
Exemplo n.º 6
0
    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();
    }
Exemplo n.º 7
0
    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);
    }
Exemplo n.º 8
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    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);
    }
Exemplo n.º 9
0
    // 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>();
    }
Exemplo n.º 10
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    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"));
    }
Exemplo n.º 11
0
    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"));
    }
Exemplo n.º 12
0
    public Spawner()
    {
        AssetProxy prefabLoader = new AssetProxy(typeof(GameObject));

        playerPrefab = prefabLoader.LoadAsset("Objects/Player/Player.prefab");
    }