public void SetProperties(PlatformProperties p, int blueprintIndex) { properties = p; _spriteRenderer.color = p.color; this.blueprintIndex = blueprintIndex; }
///GENMHASH:FC4CCB4833EA2DD311741B384FD9316F:8E288AFF39988D3B6818D60EB161D26B internal RegistryTaskRunImpl(IRegistryManager registryManager, RunInner runInner) { this.registryManager = registryManager; this.registriesInner = registryManager.Inner.Registries; this.platform = new PlatformProperties(); this.inner = runInner; }
IEnumerator FallThrough(PlatformProperties p) { c.enabled = false; p.DisableCollider(); yield return(new WaitForSeconds(0.2f)); c.enabled = true; p.EnableCollider(); }
private void CreatePlatforms(int nAudioClips) { for (int i = 0; i < nAudioClips; i++) { PlatformProperties properties = new PlatformProperties { clipIndex = i, color = colors[i % colors.Count] }; _platformProperties.Add(properties); } }
void Awake() { properties = GetComponent <PlatformProperties> (); if (middleSection != null) { originalScale = middleSection.transform.localScale.x; } else { originalScale = 1; } }
void CreatePlatformBoxColliders() { GameObject goBoxCollidersParent = new GameObject("Platform Colliders"); goBoxCollidersParent.transform.parent = gameObject.transform; int iCurrentPlatformCollisionID = 0; float fShortPlatformsSizeScaler = 0.25f; float fShortPlatformsPositionOffset = 0.25f; foreach (List <PlatformProperties> lConnections in m_lPlatformConnections) { // Increment Collision ID iCurrentPlatformCollisionID += 1; // Create GameObject GameObject goPlatformCollider = new GameObject("Platform Collider"); goPlatformCollider.transform.parent = goBoxCollidersParent.transform; // Add Box Collider BoxCollider2D BCollider = goPlatformCollider.AddComponent <BoxCollider2D>(); float xSize = LevelGrid.GetTileSize().x *lConnections.Count; float ySize = (lConnections[0].IsShort ? LevelGrid.GetTileSize().y *fShortPlatformsSizeScaler : LevelGrid.GetTileSize().y); BCollider.size = new Vector2(xSize, ySize); // Set Position PlatformProperties glFirstElement = lConnections[0]; PlatformProperties glLastElement = lConnections[lConnections.Count - 1]; float xStartPosition = (m_PlatformsOnGrid[glFirstElement.X, glFirstElement.Y].PlatformObject.transform.position.x - (LevelGrid.GetTileSize().x * 0.5f)); float xEndPosition = (m_PlatformsOnGrid[glLastElement.X, glLastElement.Y].PlatformObject.transform.position.x + (LevelGrid.GetTileSize().x * 0.5f)); float xPosition = (xStartPosition + ((xEndPosition - xStartPosition) * 0.5f)); float yPosition = (m_PlatformsOnGrid[glFirstElement.X, glFirstElement.Y].PlatformObject.transform.position.y); if (lConnections[0].IsShort) { yPosition -= (LevelGrid.GetTileSize().y *fShortPlatformsPositionOffset); } goPlatformCollider.transform.position = new Vector3(xPosition, yPosition); // Add Individual Platform Informations to the GameObject PlatformInformationBridge PInfoBridge = goPlatformCollider.AddComponent <PlatformInformationBridge>(); GameObject[] agoPlatforms = new GameObject[lConnections.Count]; for (int i = 0; i < lConnections.Count; ++i) { PlatformProperties GL = lConnections[i]; agoPlatforms[i] = m_PlatformsOnGrid[GL.X, GL.Y].PlatformObject; } PInfoBridge.AddPlatformObjects(agoPlatforms, iCurrentPlatformCollisionID); } }
/// <summary> /// The function that specifies a platform. /// </summary> /// <param name="platformProperties">The properties of the platform.</param> /// <return>The next stage of the container registry task definition.</return> RegistryTask.Definition.ITaskStepType RegistryTask.Definition.IPlatform.WithPlatform(PlatformProperties platformProperties) { return(this.WithPlatform(platformProperties)); }
void Start() { _properties = transform.GetComponent <PlatformProperties>(); _baseX = transform.position.x; }
///GENMHASH:A96A757C20452610FED7B4572BE4EF30:AD5446D69223665E80C77696FF8DD55F public RegistryTaskImpl WithPlatform(PlatformProperties platformProperties) { this.inner.Platform = platformProperties; return(this); }
private void Awake() { _platformProperties = transform.GetComponent <PlatformProperties>(); _spriteRenderer = transform.GetComponent <SpriteRenderer>(); }
/// <summary> /// The function that specifies the platform properties of the registry task run. /// </summary> /// <param name="platformProperties">The properties of the platform.</param> /// <return>The next stage of the container registry task run definition.</return> RegistryTaskRun.Definition.IRunRequestType RegistryTaskRun.Definition.IPlatform.WithPlatform(PlatformProperties platformProperties) { return(this.WithPlatform(platformProperties)); }
void Spawner(Vector3 spawnOrigin) { //See if difficulty should increase if (currentDifficultyIndex < difficulties.Length - 1) { if (tipScore > difficulties[currentDifficultyIndex + 1].scoreUntilTrigger) { currentDifficultyIndex++; platformMoveSpeed = difficulties[currentDifficultyIndex].moveSpeed; } } Vector3 spawnLocation = new Vector3(0, spawnOrigin.y); for (int i = 0; i < difficulties[currentDifficultyIndex].platformCount; i++) { spawnLocation = new Vector3(Random.Range(screenLeft, screenRight), spawnLocation.y + Random.Range(difficulties[currentDifficultyIndex].spawnMin, difficulties[currentDifficultyIndex].spawnMax)); GameObject ins = Instantiate(platformPrefab, spawnLocation, Quaternion.identity, GameObject.Find("Platforms").transform); PlatformProperties pp = ins.GetComponent <PlatformProperties>(); //Spawn Color int r = Random.Range(0, 100); if (r < difficulties[currentDifficultyIndex].colorPercentage) { r = Random.Range(0, difficulties[currentDifficultyIndex].colorPercentage - 1); Color pColor = colors[r / (difficulties[currentDifficultyIndex].colorPercentage / colors.Length)]; pp.platformColor = pColor; ins.GetComponentInChildren <SpriteRenderer>().color = new Color(pColor.r, pColor.g, pColor.b, 1f); } if (i == difficulties[currentDifficultyIndex].platformCount - 1) { topPlatformPos = ins.transform.position; } r = Random.Range(0, 100); //Spawn Moving if (r < difficulties[currentDifficultyIndex].movePercentage) { pp.isMove = true; } r = Random.Range(0, 100); //Star if (r < difficulties[currentDifficultyIndex].starPercentage) { spawnLocation = new Vector3(Random.Range(screenLeft, screenRight), spawnLocation.y + Random.Range(difficulties[currentDifficultyIndex].spawnMin, difficulties[currentDifficultyIndex].spawnMax)); Instantiate(starPrefab, spawnLocation, Quaternion.identity, this.gameObject.transform); } r = Random.Range(0, 100); //Cracked if (r < difficulties[currentDifficultyIndex].crackedPercentage) { pp.isCracked = true; } } spawnIterationCount++; }