void generateOldAsset(int code, float dist)
    {
        Debug.Log("get old Hight");
        GenerateAssetStruct assetStruct = generator.generateGameObjectWithCode(code);
        GameObject          asset       = assetStruct.generateAsset;

        asset.transform.parent = this.transform;
        if (speedSign > 0)
        {
            asset.transform.position = new Vector3(popLimitation.transform.position.x + (asset.GetComponent <SpriteRenderer> ().sprite.bounds.max.x) - (space - dist), popLimitation.transform.position.y, this.transform.position.z);
        }
        else
        {
            asset.transform.position = new Vector3(popLimitation.transform.position.x + (asset.GetComponent <SpriteRenderer> ().sprite.bounds.min.x) + (space - dist), popLimitation.transform.position.y, this.transform.position.z);
        }

        visibleGameObjectTab.Add(asset);
        if (speedSign > 0)
        {
            hightId++;
        }
        else
        {
            lowId--;
        }
    }
 public GenerateAssetStruct generateAssetStructForId(int id)
 {
     GameObject asset = availableGameobject (GameObjectTabOfTypePrefabs[id]);
     if (asset == null) {
         asset = Instantiate (AssetConfiguation[id].prefabAsset);
         GameObjectTabOfTypePrefabs[id].Add (asset);
     }
     GenerateAssetStruct assetStruct = new GenerateAssetStruct();
     assetStruct.generateAsset = asset;
     assetStruct.code = id;
     return assetStruct;
 }
Пример #3
0
 public override GenerateAssetStruct generateGameObjectAtPosition()
 {
     GameObject asset = availableGameobject (GameObjectTabOfTypePrefab);
     if (asset == null){
         asset = Instantiate (prefab);
         GameObjectTabOfTypePrefab.Add (asset);
     }
     GenerateAssetStruct assetStruct = new GenerateAssetStruct();
     assetStruct.generateAsset = asset;
     assetStruct.code = 0;
     return assetStruct;
 }
 public override GenerateAssetStruct generateGameObjectAtPosition()
 {
     GameObject asset = availableGameobject (GameObjectTabOfTypePrefab);
     if (asset == null){
         asset = Instantiate (prefab);
         asset.GetComponent<SpriteRenderer> ().flipX = randomFlip ();
         GameObjectTabOfTypePrefab.Add (asset);
     }
     GenerateAssetStruct assetStruct = new GenerateAssetStruct();
     assetStruct.generateAsset = asset;
     assetStruct.code = 0;
     return assetStruct;
 }
Пример #5
0
 void generateAssetIfNeeded()
 {
     if (((spaceBetweenLastAndPopLimitation() < (-spaceBetweenAsset + actualSpeed * speedMultiplicator)) && (speedSign > 0)) ||
         ((spaceBetweenLastAndPopLimitation() > (spaceBetweenAsset + actualSpeed * speedMultiplicator)) && (speedSign < 0)))
     {
         GenerateAssetStruct assetStruct = generator.generateGameObjectAtPosition();
         GameObject          asset       = assetStruct.generateAsset;
         Vector3             position    = asset.transform.position;
         asset.transform.parent = this.transform;
         asset.GetComponent <SpriteRenderer> ().color = colorTeint;
         asset.transform.position = new Vector3((popLimitation.transform.position.x + (speedSign * asset.GetComponent <SpriteRenderer> ().sprite.bounds.max.x)) + (space - spaceBetweenAsset), position.y + popLimitation.transform.position.y, this.transform.position.z);
         visibleGameObjectTab.Add(asset);
         generateNewSpaceBetweenAssetValue();
     }
 }
    public override GenerateAssetStruct generateGameObjectAtPosition()
    {
        GameObject asset = availableGameobject(GameObjectTabOfTypePrefab);

        if (asset == null)
        {
            asset = Instantiate(prefab);
            asset.GetComponent <SpriteRenderer> ().flipX = randomFlip();
            GameObjectTabOfTypePrefab.Add(asset);
        }
        GenerateAssetStruct assetStruct = new GenerateAssetStruct();

        assetStruct.generateAsset = asset;
        assetStruct.code          = 0;
        return(assetStruct);
    }
 public GenerateAssetStruct generateAssetStructForId(int id)
 {
     GameObject asset = availableGameobject (GameObjectTabOfTypePrefabs[id]);
     if (asset == null) {
         asset = Instantiate (AssetConfiguation[id].prefabAsset);
         asset.GetComponent<SpriteRenderer> ().flipX = randomFlip ();
         if (additionalPrefabAsset != null) {
             GameObject additional = Instantiate (additionalPrefabAsset);
             additional.transform.SetParent (asset.transform);
             additional.transform.position = additionalPrefabPosition;
         }
         GameObjectTabOfTypePrefabs[id].Add (asset);
     }
     GenerateAssetStruct assetStruct = new GenerateAssetStruct();
     assetStruct.generateAsset = asset;
     assetStruct.code = id;
     return assetStruct;
 }
Пример #8
0
    public GenerateAssetStruct generateAssetStructForId(int id)
    {
        GameObject asset = availableGameobject(GameObjectTabOfTypePrefabs[id]);

        if (asset == null)
        {
            asset = Instantiate(AssetConfiguation[id].prefabAsset);
            asset.GetComponent <SpriteRenderer> ().flipX = randomFlip();
            if (additionalPrefabAsset != null)
            {
                GameObject additional = Instantiate(additionalPrefabAsset);
                additional.transform.SetParent(asset.transform);
                additional.transform.position = additionalPrefabPosition;
            }
            GameObjectTabOfTypePrefabs[id].Add(asset);
        }
        GenerateAssetStruct assetStruct = new GenerateAssetStruct();

        assetStruct.generateAsset = asset;
        assetStruct.code          = id;
        return(assetStruct);
    }
    void generateNewAsset()
    {
        GenerateAssetStruct assetStruct = generator.generateGameObjectAtPosition();
        GameObject          asset       = assetStruct.generateAsset;
        Vector3             position    = asset.transform.position;

        asset.transform.parent = this.transform;
        if (speedSign > 0)
        {
            asset.transform.position = new Vector3(popLimitation.transform.position.x + (asset.GetComponent <SpriteRenderer> ().sprite.bounds.max.x) - (space - spaceBetweenAsset), position.y + popLimitation.transform.position.y, this.transform.position.z);
        }
        else
        {
            asset.transform.position = new Vector3(popLimitation.transform.position.x + (asset.GetComponent <SpriteRenderer> ().sprite.bounds.min.x) + (space - spaceBetweenAsset), position.y + popLimitation.transform.position.y, this.transform.position.z);
        }
        visibleGameObjectTab.Add(asset);
        StockAssetStruct stockAssetStruct = new StockAssetStruct();

        stockAssetStruct.code = assetStruct.code;
        stockAssetStruct.dist = spaceBetweenAsset;
        m_stockAsset.Add(stockAssetStruct);
        hightId++;
        generateNewSpaceBetweenAssetValue();
    }