public void Produce(IEnumerable <Tile> level) { while (this.gifts.Count < Constants.MaxGifts) { int randomGift = this.Generator.Next(1, 6); Vector2 newPosition = ChoosePosition(level); Gift newGift = null; switch (randomGift) { case (int)GiftTypes.Doll: newGift = new Doll(newPosition); break; case (int)GiftTypes.Robot: newGift = new Robot(newPosition); break; case (int)GiftTypes.Drone: newGift = new Drone(newPosition); break; case (int)GiftTypes.Car: newGift = new RealCar(newPosition); break; case (int)GiftTypes.Plane: newGift = new RealPlane(newPosition); break; } this.gifts.Add(newGift); } }
// Use this for initialization void Start() { if (!wheelGraphic) { Debug.LogError("WHEEL WITH NO GRAPHICS!!"); return; } car = this.GetComponentInParent <RealCar> (); if (!car) { Debug.LogError("WHEEL WITH NO CAR!!"); return; } wheelCollider = this.GetComponent <WheelCollider> (); // auto fill the cars wheel arrays if (wheelType == WheelType.front) { car.AddFrontWheel(this); } else { car.AddRearWheel(this); } }