Exemplo n.º 1
0
    public override void Spawn(List <Vector2Int> region, LevelGenerator levelGenerator)
    {
        int   spikeNum  = 0;
        bool  uniform   = (Random.Range(0, 2) == 0);
        float direction = (Random.Range(0, 2) == 0 ? 1 : -1);

        // Generate the trap, making sure we're not generating out of turn
        for (int posIdx = 0; posIdx < region.Count; ++posIdx)
        {
            Vector2Int pos = region[posIdx];

            if (levelGenerator.collisionMap.SpaceMarking(pos.x, pos.y) == 0)
            {
                GameObject trapObj = levelGenerator.PlaceMapPrefab("SpikeTrap", pos.x, pos.y);
                SpikeTrap  spikes  = trapObj.GetComponent <SpikeTrap>();
                levelGenerator.ClearFloorDecorations(pos);

                if (!uniform)
                {
                    spikes.timeOffset = 0.25f * spikeNum * direction;
                }

                ++spikeNum;
            }
        }
    }
Exemplo n.º 2
0
    public override void Spawn(List <Vector2Int> region, LevelGenerator levelGenerator)
    {
        // Generate the trap, always leaving at least one space as a hole
        int hole = Random.Range(0, region.Count);

        for (int posIdx = 0; posIdx < region.Count; ++posIdx)
        {
            if (posIdx == hole)
            {
                continue;
            }

            Vector2Int pos = region[posIdx];

            if (levelGenerator.collisionMap.SpaceMarking(pos.x, pos.y) == 0)
            {
                GameObject trapObj = levelGenerator.PlaceMapPrefab("LavaTrap", pos.x, pos.y);
                LavaTrap   razers  = trapObj.GetComponent <LavaTrap>();
                levelGenerator.ClearFloorDecorations(pos);
            }
        }
    }