IFlyingTargetAdaptor[] CreateFlyingTargetAdaptors() { List <IFlyingTargetAdaptor> resultList = new List <IFlyingTargetAdaptor>(); for (int i = 0; i < targetCount; i++) { GameObject targetGO = GameObject.Instantiate( shootingTargetPrefab ); IFlyingTargetAdaptor targetAdaptor = (IFlyingTargetAdaptor)targetGO.GetComponent(typeof(IFlyingTargetAdaptor)); targetAdaptor.SetFlyingTargetReserve(thisTypedReserve); targetAdaptor.SetIndex(i); targetAdaptor.SetPopUIReserveAdaptor(popUIReserveAdaptor); targetAdaptor.SetDestroyedTargetReserveAdaptor(destroyedTargetReserveAdaptor); targetAdaptor.SetGameStatsTrackerAdaptor(gameStatsTrackerAdaptor); targetAdaptor.SetShootingManagerAdaptor(shootingManagerAdaptor); targetAdaptor.SetAudioManagerAdaptor(audioManagerAdaptor); targetAdaptor.SetUp(); targetAdaptor.SetUpDetectorAdaptors(); resultList.Add(targetAdaptor); } return(resultList.ToArray()); }
public ConstArg( int index, // Color defaultColor, UnityBase.IBellCurve healthBellCurve, IFlyingTargetAdaptor adaptor, ITargetData targetData, Vector3 initialVelocity, float distThreshold, int waypointsCountInSequence, float speed ) : base( index, // defaultColor, healthBellCurve, adaptor, targetData ) { thisInitialVelocity = initialVelocity; thisDistThreshold = distThreshold; thisWaypointsCountInSequence = waypointsCountInSequence; thisSpeed = speed; }