public Feature(Maze maze, Vector3 Origin, bool [,] uniqueObjects) { this.uniqueObjects = uniqueObjects; this.maze = maze; this.Origin = Origin; }
public Feature(Maze maze, Vector3 Origin) { this.maze = maze; this.Origin = Origin; }
public Turret(int xCoord, int yCoord, GameObject turretPrefab, GameObject bulletPrefab, float timerMax, Maze maze) : base(xCoord, yCoord) { this.maze = maze; active = false; this.timerMax = timerMax; this.turretPrefab = turretPrefab; this.bulletPrefab = bulletPrefab; turret = Object.Instantiate(turretPrefab, maze.CoordsToPosition(X, Y, 0.5f, 0.5f, 0.5f), Quaternion.Euler(90, 0, 0)); warningTimer = 2; }
public End(int xCoord, int yCoord, Maze maze) : base(xCoord, yCoord) { this.maze = maze; EndPrefab = (GameObject)Resources.Load("Prefabs/Maze/End"); Build(); }
public BuzzSaw(int xCoord, int yCoord, GameObject buzzSawPrefab, GameObject warningPadPrefab, float timerMax, Maze maze) : base(xCoord, yCoord) { this.maze = maze; active = false; this.timerMax = timerMax; this.buzzSawPrefab = buzzSawPrefab; warningPad = Object.Instantiate(warningPadPrefab, maze.CoordsToPosition(X, Y, 0.5f, 0.5f, 0.1f), Quaternion.Euler(90, 0, 0)); warningTimer = 2; }