public override void Load(BrickManager newManager, GameSave.GameItem saveItem) { base.Load(newManager, saveItem); manager.game.OnStateEnded += DisableAfterShooting; coinEffectController.ResetActivationEffect(); }
public override void Load(BrickManager newManager, GameSave.GameItem saveItem) { base.Load(newManager, saveItem); baseHP = saveItem.baseHP; if (countText) { SetHPTextPosition(); countText.text = hitCounter.ToString(); } if (cubeEffectController) { cubeEffectController.isPoisoned = false; cubeEffectController.ResetEffect(); cubeEffectController.PlayAppearEffect(this); cubeEffectController.OnInit(this); } manager.game.OnStateEnded += OnStateEnded; }
public virtual void Load(BrickManager newManager, GameSave.GameItem saveItem) { manager = newManager; gameObject.SetActive(true); level = saveItem.level; index = saveItem.index; hitCounter = saveItem.hitCounter; starterHitCounter = hitCounter; orientation = saveItem.orientation; shiftDelay = saveItem.shiftDelay; var pos = BrickManager.startRow; pos.x += index; pos.y -= manager.TurnCount - (saveItem.level + shiftDelay); transform.localPosition = pos; manager.game.OnLevelChanged += OnMoveDownEnded; manager.game.OnElementAppearedOnScreen(this); }
private void LoadItem <T>(GameSave.GameItem saveItem) where T : ItemController { foreach (var prefabItem in prefabList) { if (null != prefabItem.gameObject.GetComponent <T>()) { foreach (var item in GetRow <ItemController>(saveItem.level + saveItem.shiftDelay)) { if (item.index == saveItem.index && !item.gameObject.activeInHierarchy) { item.PlayDestroyEffect(); item.gameObject.SetActive(false); } } var newItem = ((GameObject)Instantiate(prefabItem, transform)).GetComponent <T>(); _itemList.Add(newItem); newItem.Load(this, saveItem); return; } } Debug.LogWarningFormat("Can't find prefab for {0}", typeof(T)); }
public override void Load(BrickManager newManager, GameSave.GameItem saveItem) { base.Load(newManager, saveItem); manager.game.OnStateEnded += Jump; manager.game.OnStateEnded += ChooseNewIndex; }
public override void Load(BrickManager newManager, GameSave.GameItem saveItem) { base.Load(newManager, saveItem); GetComponent <LaserEffects>().InitializeRaysForCross(); }