private void InitializeObjects() { _numOfKnivesToSpawn = UnityEngine.Random.Range(gameProperies.minNumOfKnivesThrow, gameProperies.maxNumOfKnivesThrow + 1); _logSpawner = _logSpawnerPrefab.GetComponent <LogSpawner>(); _knifeSpawner = _knifeSpawnerPrefab.GetComponent <KnifeSpawner>(); }
public static void SpawnKnifeSpawner(Packet _packet) { int _id = _packet.ReadInt(); Vector3 _position = _packet.ReadVector3(); Quaternion _rotation = _packet.ReadQuaternion(); KnifeSpawner _knifespawner = Instantiate(Resources.Load <GameObject>("items/Drop_object"), _position, _rotation).transform.GetComponent <KnifeSpawner>(); _knifespawner.Initialize(_id); }
void LoadNextLevel() { RemoveTarget(); SpawnNewTarget(false); GetKnifesCount(); gameOngoing = true; KnifeSpawner.EnableSpawn(); //KnifeSpawner.allowThrow = true; }
void LoadGameFromStart() { if (curTarget != null) { RemoveTarget(); } ; SpawnNewTarget(true); GetKnifesCount(); KnifeSpawner.EnableSpawn(); gameOngoing = true; }
private static void EndLevel(LevelResult result) { KnifeSpawner.DisableSpawn(); gameOngoing = false; KnifeSpawner.DisableSpawn(); KnifeSpawner.DisableTrow(); onLevelEnd.Invoke(result); if (result.lvlResult == LevelResult.Result.win) { levelWon = true; } else { levelWon = false; } }
// Start is called before the first frame update void Awake() { myBody = GetComponent <Rigidbody>(); knifeSpawner = GameObject.Find("Knife Spawner").GetComponent <KnifeSpawner>(); }
void Start() { instance = this; // записываем этот же объект в начале игры }