public override void Deactivate() { //Debug.Log(string.Format("Deactivating Cell ({0} x {1}) from State {2}", X, Y, currentState)); // Update the state currentState = deactivateState; }
public override void Deactivate() { // Make sure the cell isn't deactivated already if (currentState == IGridCell.State.Active) { timeLastDeactivated = Time.time; } // Update the state currentState = IGridCell.State.InactivePersist; }
public override void Activate() { // Check if this cell is new if (currentState == IGridCell.State.InactiveNew) { // FIXME: for testing purposes, spawning objects at a random location IEnemy objectToSpawn = null; IEnemyInfo newInfo = null; for (int index = 0; index < numObjectsToSpawn; ++index) { // Get a random object objectToSpawn = null; if (spawnObjects.Length > 0) { objectToSpawn = spawnObjects[Random.Range(0, spawnObjects.Length)]; } // Check if there's an object to spawn if (objectToSpawn != null) { // Grab a random location Vector3 cloneLocation = Position; cloneLocation.x = Random.Range(CellRange.xMin, CellRange.xMax); cloneLocation.y = Random.Range(CellRange.yMin, CellRange.yMax); // Grab a random rotation Quaternion cloneRotation = Quaternion.Euler(0, 0, (Random.value * 360f)); // Generate a new enemy information newInfo = objectToSpawn.GenerateNewInfo(cloneLocation, cloneRotation); if (newInfo != null) { // Add this enemy information to the information set EnemyInformationSet.Add(newInfo); } } } } // Update the state currentState = IGridCell.State.Active; }
public override void Activate() { //Debug.Log(string.Format("Activating Cell ({0} x {1}) from State {2}", X, Y, currentState)); // Check if this cell is new if (currentState == IGridCell.State.InactiveNew) { // Check if there's an object to spawn if (spawnObject != null) { // Generate a new enemy information IEnemyInfo newInfo = spawnObject.GenerateNewInfo(Position, Quaternion.identity); if (newInfo != null) { // Add this enemy information to the information set EnemyInformationSet.Add(newInfo); } } } // Update the state CellObject.SetActive(true); currentState = IGridCell.State.Active; }
public override void Activated(PoolingManager manager) { base.Activated(manager); currentState = IGridCell.State.InactiveNew; }
public override void Deactivate() { // Update the state currentState = IGridCell.State.InactiveExpired; }
public override void Activate() { // Update the state currentState = IGridCell.State.Active; }
public override void Initialized(PoolingManager manager) { base.Initialized(manager); currentState = IGridCell.State.InactivePersist; }
public override void Activated(PoolingManager manager) { base.Activated(manager); currentState = IGridCell.State.InactiveNew; //Debug.Log("Activated() called"); }