Пример #1
0
    public void Initialize(PowerupTypeDefinition typeDef, Vector2 position)
    {
        TypeDefinition = typeDef;
        gameObject.transform.position = position;
        GetComponent <Rigidbody2D>().AddForce(Vector2.down * 2.0f, ForceMode2D.Impulse);
        GetComponent <Rigidbody2D>().AddTorque(3.0f, ForceMode2D.Impulse);

        gameObject.GetComponent <SpriteRenderer>().sprite = TypeDefinition.Sprite;
    }
Пример #2
0
 private void GenerateTypeMap()
 {
     //this is all throwaway code
     //this would be much better suited in data rather than hard-coded
     if (typeDefinitionMap.Count == 0)
     {
         float runningOdds = 0.0f;
         {
             var powerup = new PowerupTypeDefinition();
             powerup.PowerupType     = PowerupType.Health;
             powerup.Sprite          = healthSprite;
             powerup.OnCollectMethod = OnCollectHealth;
             powerup.OddsOfSpawning  = 15;
             runningOdds            += (powerup.OddsOfSpawning / 100.0f);
             typeDefinitionMap.Add(new KeyValuePair <float, PowerupTypeDefinition>(runningOdds, powerup));
         }
         {
             var powerup = new PowerupTypeDefinition();
             powerup.PowerupType     = PowerupType.ExtraLife;
             powerup.Sprite          = extraLifeSprite;
             powerup.OnCollectMethod = OnExtraLife;
             powerup.OddsOfSpawning  = 6;
             runningOdds            += (powerup.OddsOfSpawning / 100.0f);
             typeDefinitionMap.Add(new KeyValuePair <float, PowerupTypeDefinition>(runningOdds, powerup));
         }
         {
             var powerup = new PowerupTypeDefinition();
             powerup.PowerupType     = PowerupType.MachineGun;
             powerup.Sprite          = machineGunSprite;
             powerup.OnCollectMethod = OnCollectMachineGun;
             powerup.OddsOfSpawning  = 10;
             runningOdds            += (powerup.OddsOfSpawning / 100.0f);
             typeDefinitionMap.Add(new KeyValuePair <float, PowerupTypeDefinition>(runningOdds, powerup));
         }
         {
             var powerup = new PowerupTypeDefinition();
             powerup.PowerupType     = PowerupType.SpreadGun;
             powerup.Sprite          = spreadGunSprite;
             powerup.OnCollectMethod = OnCollectSpreadGun;
             powerup.OddsOfSpawning  = 10;
             runningOdds            += (powerup.OddsOfSpawning / 100.0f);
             typeDefinitionMap.Add(new KeyValuePair <float, PowerupTypeDefinition>(runningOdds, powerup));
         }
     }
 }