Пример #1
0
    void StartDirectives()
    {
        mazeGoal = Instantiate(mazeGoalPrefab, MazeGenerator.instance.mazeGoalPosition, Quaternion.identity) as MazeGoal;
        mazeGoal.transform.SetParent(transform);

        mazeKeyPositions = MazeGenerator.instance.GetRandomFloorPositions(keysToFind);

        powerUpStarPositions   = MazeGenerator.instance.GetRandomFloorPositions(powerUpStarAvailable);
        powerUpSpeedPositions  = MazeGenerator.instance.GetRandomFloorPositions(powerUpSpeedAvailable);
        powerUpInvulnPositions = MazeGenerator.instance.GetRandomFloorPositions(powerUpInvulnAvailable);

        for (int i = 0; i < mazeKeyPositions.Count; i++)
        {
            MazeKey mazeKey = Instantiate(mazeKeyPrefab, mazeKeyPositions[i], Quaternion.identity) as MazeKey;
            mazeKey.transform.SetParent(transform);

            PowerUpStar powerUpStar = Instantiate(powerUpStarPrefab, powerUpStarPositions[i], Quaternion.identity) as PowerUpStar;
            powerUpStar.transform.SetParent(transform);

            PowerUpSpeed powerUpSpeed = Instantiate(powerUpSpeedPrefab, powerUpSpeedPositions[i], Quaternion.identity) as PowerUpSpeed;
            powerUpSpeed.transform.SetParent(transform);

            PowerUpInvuln powerUpInvuln = Instantiate(powerUpInvulnPrefab, powerUpInvulnPositions[i], Quaternion.identity) as PowerUpInvuln;
            powerUpInvuln.transform.SetParent(transform);
        }

        for (int i = 0; i < powerUpStarPositions.Count; i++)
        {
            PowerUpStar powerUpStar = Instantiate(powerUpStarPrefab, powerUpStarPositions[i], Quaternion.identity) as PowerUpStar;
            powerUpStar.transform.SetParent(transform);
        }
        for (int i = 0; i < powerUpSpeedPositions.Count; i++)
        {
            PowerUpSpeed powerUpSpeed = Instantiate(powerUpSpeedPrefab, powerUpSpeedPositions[i], Quaternion.identity) as PowerUpSpeed;
            powerUpSpeed.transform.SetParent(transform);
        }
        for (int i = 0; i < powerUpInvulnPositions.Count; i++)
        {
            PowerUpInvuln powerUpInvuln = Instantiate(powerUpInvulnPrefab, powerUpInvulnPositions[i], Quaternion.identity) as PowerUpInvuln;
            powerUpInvuln.transform.SetParent(transform);
        }
    }
Пример #2
0
 //Adds the bonus to the list so it can be restored --DONE
 public void RemoveBonus(PowerUpSpeed o)
 {
     bs.BackUpBonus(o);
 }
Пример #3
0
 public void BackUpBonus(PowerUpSpeed p)
 {
     bonus.Add(p);
 }