public GameObject SpawnAsteroidField(AsteroidFieldAsteroidSettings asteroidFieldAsteroidSettings, Vector3 position, Vector3 size, bool setActive) { GameObject field = SpawnAsteroidField(CreateID(), asteroidFieldAsteroidSettings, position, size, setActive); SetMapObjectChildrenID(field); return(field); }
public static GameSceneData NewGameDefault() { long id = 0; #region Player 1 ///////////////////////////////////Player 1/////////////////////////////////////////////////////// List <ResourcePersistance> player1Resources = new List <ResourcePersistance> { new ResourcePersistance(ResourceType.Metal, 500), new ResourcePersistance(ResourceType.Crystal, 500), new ResourcePersistance(ResourceType.BlackMatter, 100) }; List <ShipControllerPersistance> player1Ships = new List <ShipControllerPersistance>() { new ShipControllerPersistance(ShipFactory.getInstance().CreateShip(ShipType.MotherShip), ShipType.MotherShip, new MapObjectPersitance(id++, new Vector3(-15, 0, -20), new Vector3(1, 1, 1), Quaternion.identity, -1), new Navigation.FleetCommandQueue().Serialize(), false) }; #endregion Player 1 #region Player 2 List <ResourcePersistance> player2Resources = new List <ResourcePersistance> { new ResourcePersistance(ResourceType.Metal, 500), new ResourcePersistance(ResourceType.Crystal, 500), new ResourcePersistance(ResourceType.BlackMatter, 100) }; List <ShipControllerPersistance> player2Ships = new List <ShipControllerPersistance>() { new ShipControllerPersistance(ShipFactory.getInstance().CreateShip(ShipType.MotherShip), ShipType.MotherShip, new MapObjectPersitance(id++, new Vector3(15, 0, 20), new Vector3(1, 1, 1), Quaternion.identity, -1), new Navigation.FleetCommandQueue().Serialize(), false) }; #endregion Player 2 List <PlayerPersistance> players = new List <PlayerPersistance>() { new PlayerPersistance(new Player("player 1", 0, PlayerType.Real, new SerializableColor(Color.blue)), player1Resources, player1Ships, new List <StationControllerPersistance>()), new PlayerPersistance(new Player("player 2", 1, PlayerType.AI, new SerializableColor(Color.red)), player2Resources, player2Ships, new List <StationControllerPersistance>()) }; #region asteroids AsteroidFieldAsteroidSettings asteroidFieldAsteroidSettings = AsteroidFieldAsteroidSettings.CreateDefaultSettings(); AsteroidFieldControllerPersistance middleAsteroidField = new AsteroidFieldControllerPersistance(asteroidFieldAsteroidSettings.Serialize(), new List <AsteroidControllerPersistance>(), false, new MapObjectPersitance(id++, new Vector3(0, 0, 0), new Vector3(1, 1, 1), Quaternion.identity, -1), new Vector3(15, 3, 15)); #endregion asteroids return(new GameSceneData("New Game", new Vector2(40, 50), players, new List <AsteroidFieldControllerPersistance>() { middleAsteroidField }, id++)); }
public GameObject SpawnAsteroidField(long id, AsteroidFieldAsteroidSettings asteroidFieldAsteroidSettings, Vector3 position, Vector3 size, bool setActive) { GameObject field = Instantiate(asteroidFieldPreab, position, Quaternion.identity); AsteroidFieldController asteroidFieldController = field.GetComponent <AsteroidFieldController>(); asteroidFieldController.asteroidFieldAsteroidSettings = asteroidFieldAsteroidSettings; asteroidFieldController.size = size; field.GetComponent <MapObject>().id = id; field.SetActive(setActive); return(field); }