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); } }
//Adds the bonus to the list so it can be restored --DONE public void RemoveBonus(PowerUpSpeed o) { bs.BackUpBonus(o); }
public void BackUpBonus(PowerUpSpeed p) { bonus.Add(p); }