public MinLight GetMins(MinsType minType) { if (!MinsPoolContainer.ContainsKey(minType)) { return(null); } var minList = MinsPoolContainer[minType]; MinLight minGot = null; foreach (var minLight in minList) { //TODO find a better way to keep them active/inactive. Active doing their job. Inactive is disabled or just following the player. if (!minLight.gameObject.activeSelf) { minLight.gameObject.SetActive(true); minLight.GetComponent <Collider>().enabled = true; minGot = minLight; minGot.transform.parent = null; break; } } return(minGot); }
protected virtual void OnEnable() { if (minLight == null) { minLight = GetComponent <MinLight>(); } movementType = MinMovementType.None; randomPosContainer = null; randomPosition = Vector3.zero; minLight.ChangeMinLightSpriteDirection(false); minLight.UpdateMinLightSpriteOrder(0); }
public void AddMinToControlledMins(MinLight min) { controlledMins[min.BaseMin.MinType].Push(min); }
public void ReturnMins(MinLight minLight) { minLight.gameObject.SetActive(false); minLight.transform.parent = MinPoolRoot; minLight.transform.localPosition = Vector3.zero; }