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; }
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; }
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; }
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(); }