private void SpawnDots(bool hasPowerDot) { _dots = new List <ScoreBall>(DotsCount); var prop = new DotProperties { Target = target, Interval = _oneOverZigs, DotsCount = DotsCount, Scale = scale, Speed = speed, Parent = this }; for (int i = 0; i < DotsCount; i++) { ScoreBall newDot = null; if (hasPowerDot && i == DotsCount / 2) { newDot = Instantiate(PowerDotPrefab).GetComponent <PowerDot>(); } else { newDot = Instantiate(DotPrefab).GetComponent <Dot>(); } ((Dot)newDot).Init(i, prop); newDot.transform.parent = transform; _dots.Add(newDot); } }
private Dot PlaceDotOnBoard(int x, int y, DotProperties props, TweenCallback action = null) { GameObject randomDot = Instantiate(dotPrefab, new Vector3(x, y, 0), Quaternion.identity) as GameObject; randomDot.name = "Dot #" + props.number + " [" + x + "," + y + "]"; randomDot.transform.parent = dotManager.transform; // Store Dots Instanceses into 2D Array AllDots[x, y] = randomDot.GetComponent <Dot>(); AllDots[x, y].Init(x, y, props.number, props.color); return(AllDots[x, y]); }
public void Init(int id, DotProperties props) { _id = id; _props = props; }