示例#1
0
    public void Initialize()
    {
        // Set the singleton object.
        singleton = this;

        // Set some default values
        CurrentPickup          = PickupType.Normal;
        _currentChamberNumber  = -1;
        _lastCoinChamberNumber = short.MinValue; // must be further than minimum coin distance from 0, but not too small that it'd overflow on distance calculation.

        // Create our random number generators, and store/restore the chamber generator state.
        _pickupRNG  = new RandomGen();
        _chamberRNG = new RandomGen();
        if (!string.IsNullOrEmpty(_initialChamberRNGState))
        {
            _chamberRNG.SetStateJson(_initialChamberRNGState);
        }
        else
        {
            _initialChamberRNGState = _chamberRNG.GetStateJson();
        }

        // Sort our chambers for quick lookups.
        _continuousChambersByDirection = new Dictionary <ChamberDirection, List <Chamber> >();
        _continuousChambersByDirection[ChamberDirection.Straight] = new List <Chamber>();
        _continuousChambersByDirection[ChamberDirection.Turn]     = new List <Chamber>();
        foreach (Chamber chamber in _continuousChambers)
        {
            _continuousChambersByDirection[chamber.ChamberDirection].Add(chamber);
        }

        // Sort our pickups for quick lookups.
        _pickupsByType = new Dictionary <PickupType, List <Pickup> >();
        foreach (Pickup pickup in _pickups)
        {
            if (!_pickupsByType.ContainsKey(pickup.PickupType))
            {
                _pickupsByType[pickup.PickupType] = new List <Pickup>();
            }
            _pickupsByType[pickup.PickupType].Add(pickup);
        }
    }
 // Use this for initialization
 void Start()
 {
     GM       = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
     chamber  = GetComponentInParent <ChamberManager>();
     position = this.transform.position;
 }