void spawnTreasure(Point location) { Vector3 worldStart = LevelManager.Instance.worldStart; float tileSize = LevelManager.Instance.TileSize; TreasureScript ts = Instantiate(TreasurePrefab).GetComponent <TreasureScript>(); ts.setup(location, new Vector3(worldStart.x + (tileSize * location.X), worldStart.y - (tileSize * location.Y), this.zIndex), BubbleLayer); Treasures.Add(ts); }
//Game begins when the game of life stops void findTreasure() { alertText.text = "Climb through life to find the treasures!"; Vector3 posTreasure = new Vector3(maxX * (cellDimension + cellSpacing), (aliveCounter + 1) * (cellDimension + cellSpacing), maxY * (cellDimension + cellSpacing)); GameObject obj = Instantiate(treasurePrefab, posTreasure, Quaternion.identity); TreasureScript tres = obj.AddComponent <TreasureScript>(); obj.transform.position = posTreasure; tresCounter++; }
public void startOver() { score = 0; for (int i = 0; i < Objects.Length; i++) { GameObject current = Objects[i]; if (current.tag.Equals("Door")) { Puzzle_Door door = current.gameObject.GetComponent <Puzzle_Door>(); door.Invoke("StartOver", 0); } else if (current.tag.Equals("Button")) { Puzzle_Button button = current.gameObject.GetComponent <Puzzle_Button>(); button.Invoke("startOver", 0); } else if (current.tag.Equals("Treasure")) { TreasureScript treasure = current.gameObject.GetComponent <TreasureScript>(); treasure.Invoke("startOver", 0); } } }