void Start() { Room room = player.map; string wallPath = room.GetWallPath(); string floorPath = room.GetFloorPath(); // Set Camera if (room.roomType == RoomType.LargeStandard) { player.cam.m_Follow = player.transform; } else { player.cam.m_Follow = null; player.cam.transform.position = new Vector3(0, -1, -10); } // Load Room From Prefab GameObject wall = (GameObject)LoadPrefab.LoadPrefabFromFile(wallPath); Instantiate(wall, Vector3.zero, Quaternion.identity); GameObject floor = (GameObject)LoadPrefab.LoadPrefabFromFile(floorPath); Instantiate(floor, Vector3.zero, Quaternion.identity); player.remainingEnemies = floor.GetComponentsInChildren <Spawner>().Length; List <GameObject> portals = new List <GameObject>(); portals.Add(GameObject.FindGameObjectWithTag("west")); portals.Add(GameObject.FindGameObjectWithTag("east")); portals.Add(GameObject.FindGameObjectWithTag("north")); portals.Add(GameObject.FindGameObjectWithTag("south")); player.portals = portals; }
private void SpawnMeleeWave() { string pathToPrefab = "Projectiles/PlayerProjectiles/MeleeWave"; GameObject wave = (GameObject)LoadPrefab.LoadPrefabFromFile(pathToPrefab); Instantiate(wave); }
// // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks // override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) // { // } //OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { GameObject enemy = (GameObject)LoadPrefab.LoadPrefabFromFile(PrefabPath.SplitSlime); Instantiate(enemy, animator.transform.position + ProjectileHelpers.GenerateRandomOffset(), animator.transform.rotation); Instantiate(enemy, animator.transform.position + ProjectileHelpers.GenerateRandomOffset(), animator.transform.rotation); }
public void Summon(Player player) { string pathToPrefab = "Singletons/Demons/InfernalSingleton"; GameObject demon = (GameObject)LoadPrefab.LoadPrefabFromFile(pathToPrefab); Instantiate(demon, player.transform.position, Quaternion.identity); player.Infernal = this; }
public void SpawnFang(Vector2 position, MoveDirection moveDirection) { GameObject prefab = (GameObject)LoadPrefab.LoadPrefabFromFile("Projectiles/PlayerProjectiles/VenomFangProjectile"); GameObject GO = Instantiate(prefab, position, Quaternion.identity); GO.GetComponent <VenomFangProjectile>().target = player.transform.position - ProjectileHelpers.moveDirectionToNormalVector(moveDirection); GO.SetActive(true); }
//добавить новый прямоугольник в заданную точку void Add(Vector3 pos) { Rectangle rectangle = null; if (LoadPrefab.LoadUIPrefab(ref rectangle, _rectanglePrefab, null, parentRectangle)) { rectangle.transform.position = pos; rectangle.Init(this); rectangle.RemoveEvent += Remove; _rectangles.Add(rectangle); } }
void LoadEnemy() { // if (EnemyType.Melee == enemyType){ // enemy = (GameObject) LoadPrefab.LoadPrefabFromFile("Enemies/Slime/Melee"); // } if (EnemyType.Ranged == enemyType) { enemy = (GameObject)LoadPrefab.LoadPrefabFromFile(PrefabPath.RangedSlime); } else if (EnemyType.Patrol == enemyType) { parent = (GameObject)LoadPrefab.LoadPrefabFromFile(PrefabPath.PatrolSlime); } }
void Link(Rectangle rectangle) { //проверим что такой связи еще нет. если есть ее требуется удалить for (int i = 0; i < listLine.Count; i++) { if (rectangle == listLine[i].rectangle) { listLine[i].line.Remove(); listLine.Remove(listLine[i]); rectangle.lineController.Remove(thisRectangle); return; } } //создаем Line line = null; if (LoadPrefab.LoadUIPrefab(ref line, _linePrefab, null, thisRectangle.game.parentLine)) { line.SetPosition(thisRectangle.transformOverride.position, rectangle.transformOverride.position, thisRectangle.game.canvas.localScale.x); listLine.Add(new ConformityLine(rectangle, line)); rectangle.lineController.listLine.Add(new ConformityLine(thisRectangle, line)); } }
private void OnValidate() { droppedItem = (GameObject)LoadPrefab.LoadPrefabFromFile("FloorLoot/FloorItem"); droppedCurrency = (GameObject)LoadPrefab.LoadPrefabFromFile("FloorLoot/DroppedCurrency"); soul = (GameObject)LoadPrefab.LoadPrefabFromFile("FloorLoot/Soul"); }
/* Start function */ void Start() { this.loadPrefab = new LoadPrefab(); }