Пример #1
0
    /// <summary>
    /// Spawns pacman
    /// </summary>
    Pacman SpawnPacman(Node startingNode, int player)
    {
        Pacman newPacman = Instantiate(pacmanPrefab, startingNode.pos, Quaternion.identity);

        newPacman.Init(startingNode, player);
        return(newPacman);
    }
Пример #2
0
 // init PacMan
 void InitPacman()
 {
     pacmanObj.transform.SetParent(m_Map.transform);
     pacmanObj.SetActive(true);
     pacmanObj.transform.localEulerAngles = Vector3.zero;
     pacmanObj.transform.localScale       = Vector3.one;
     pacmanObj.transform.localPosition    = new Vector3(m_Map.bornPoint[1] * 47, m_Map.bornPoint[0] * (-47), -5);
     PacCtrl = pacmanObj.GetComponent <Pacman> ();
     PacCtrl.Init();
 }
Пример #3
0
    IEnumerator StartCurrentGame()
    {
        pacman.gameObject.SetActive(true);
        Vector3 playerPosition = Vector3.zero;

        playerPosition.x          = tileMap.PlayerPosition().x;
        playerPosition.y          = tileMap.PlayerPosition().y;
        pacman.transform.position = playerPosition;
        pacman.Init();

        for (int i = 0; i < ghosts.Length; i++)
        {
            Vector3 ghostPosision = Vector3.zero;
            ghostPosision.x = tileMap.GhostPosition((GhostPattern)i).x;
            ghostPosision.y = tileMap.GhostPosition((GhostPattern)i).y;
            ghosts[i].transform.position = ghostPosision;
            ghosts[i].Init();
        }
        blinkyPosition = tileMap.PrisonPosition();

        SetLifeField();

        loadingScreen.gameObject.SetActive(true);
        loadingText.text = "Stage " + GameManager.Instance.CurrentStage + "\n\n   x " + currentLife;
        Time.timeScale   = 0;
        yield return(StartCoroutine(WaitingInZeroTimeScale(loadingTime)));

        loadingScreen.gameObject.SetActive(false);

        countText.text = "Ready";
        countText.gameObject.SetActive(true);
        yield return(StartCoroutine(WaitingInZeroTimeScale(1.0f)));

        countText.text = "Go!";
        yield return(StartCoroutine(WaitingInZeroTimeScale(1.0f)));

        countText.gameObject.SetActive(false);

        Time.timeScale = 1;
    }