Пример #1
0
    void Start()
    {
        if (resetScore)
        {
            PlayerPrefs.SetInt("hightest score", 0);
        }
        // add start street
        if (numberMaxOfStreet < startStreetsForward + startStreetsBackward + 1)
        {
            numberMaxOfStreet = startStreetsForward + startStreetsBackward + 1;
        }

        for (int index = 0; index < startStreetsBackward; index++)
        {
            AddStreet(0);
        }

        startStreet.GetComponent <StreetBehavior>().generator = this;
        startStreet.GetComponent <StreetBehavior>().id        = streets.Count;
        streets.Add(startStreet);
        startStreet.transform.Find("wall").gameObject.SetActive(true);
        StreetBehavior startStreetBehavior = startStreet.GetComponent <StreetBehavior>();

        startStreetBehavior.difficulty     = 0;
        startStreetBehavior.monstersNumber = 0;
        startStreetBehavior.Initialize();

        for (int index = 0; index < startStreetsForward; index++)
        {
            AddStreet(level);
            level++;
        }
    }
Пример #2
0
    private void AddStreet(int level)
    {
        int actualIndex = streets.Count - 1;

        Vector3    position;
        Quaternion rotation;

        if (actualIndex == -1)
        {
            position    = startStreet.transform.position;
            position.x -= startStreetsBackward * offset;
            rotation    = startStreet.transform.rotation;
        }
        else
        {
            position    = streets[actualIndex].transform.position;
            position.x += offset;
            rotation    = streets[actualIndex].transform.rotation;
        }


        GameObject instance = Instantiate(Resources.Load("street", typeof(GameObject)), position, rotation) as GameObject;

        streets.Add(instance);
        StreetBehavior streetBehavior = instance.transform.GetComponent <StreetBehavior>();

        streetBehavior.generator = this;
        streetBehavior.id        = actualIndex + 1;

        if (level == 0)
        {
            streetBehavior.monstersNumber = 0;
            streetBehavior.side           = 1;
            streetBehavior.difficulty     = 0;
        }
        else
        {
            streetBehavior.difficulty = level;
        }
        streetBehavior.Initialize();
        streetCount += 1;
    }