private void Start()
    {
        random = BrRandom.CreateNew();

        innerIndexies = Enumerable.Range(0, locations.Count).ToList();

        //New area
        BrKillZone.Instance.OnNewCircleExtented += (curr, target, delay, shrinkTime) =>
        {
            StartCoroutine(SelectPositionCoroutine(curr, target));
        };
    }
示例#2
0
    // Use this for initialization
    IEnumerator Start()
    {
        random = BrRandom.CreateNew();

        scenePickups.ForEach(sp => sp.Evaluate(random));

        var delta = Mathf.Max(placeHolders.Count / 60, 2);

        for (int i = 0; i < placeHolders.Count;)
        {
            for (int j = 0; j < delta && i < placeHolders.Count; j++, i++)
            {
                placeHolders[i].Evaluate(random);
            }

            yield return(null);
        }
    }
示例#3
0
    private void Awake()
    {
        random = BrRandom.CreateNew();

        BrPlayerTracker.Instance.OnPlayerDead += (player, killer, weaponName) =>
        {
            Transform playerTransform = player.transform;

            var angle = random.Next(0, 360);

            var pos  = playerTransform.position + Quaternion.Euler(0, angle, 0) * playerTransform.forward;
            var pos2 = playerTransform.position +
                       Quaternion.Euler(0, angle + random.Next(50, 310), 0) * playerTransform.forward;

            var weapon = player.WeaponController.CurrWeapon;

            BrPickupBase pickup = null;

            if (weapon)
            {
                pickup = WeaponsPrefabs.FirstOrDefault(w => w.WeaponName == weapon.gameObject.name);
            }

            if (pickup == null)
            {
                pickup = Prefabs[random.Next(Prefabs.Count)];
            }

            BrPickupManager.Instance.AddPickup(
                Instantiate(pickup, pos, Quaternion.identity));

            pickup = Prefabs[random.Next(0, Prefabs.Count)];

            BrPickupManager.Instance.AddPickup(
                Instantiate(pickup, pos2, Quaternion.identity));
        };
    }