示例#1
0
    private void Awake()
    {
        instance    = this;
        latestField = startGenerationField;
        for (int i = 0; i < 3; i++)
        {
            pool[i] = new List <GameObject>();
        }

        StartCoroutine(loadInPrefabs());
    }
示例#2
0
    public void CreateNew(GameObject go)
    {
        var latestTransform = lastField.transform;
        var latestPos       = latestTransform.position;

        go.transform.position = new Vector3(latestPos.x, latestPos.y, 0);


        var obs      = go.GetComponent <MovingEnviroment>();
        var startPos = obs.startTransform.position;
        var endPos   = obs.endTransform.position;
        var z        = latestPos.z + (lastField.endTransform.position.z - latestPos.z) +
                       (go.transform.position.z - startPos.z);

        go.transform.position = new Vector3(latestPos.x, latestPos.y, z);
        lastField             = go.GetComponent <MovingEnviroment>();
    }
示例#3
0
    public void PlaceObstacle(GameObject go)
    {
        var latestTransform = latestField.transform;
        var latestPos       = latestTransform.position;

        go.transform.position = new Vector3(latestPos.x, latestPos.y, 0);
        var obs      = go.GetComponent <MovingEnviroment>();
        var startPos = obs.startTransform.position;
        var endPos   = obs.endTransform.position;
        var z        = latestPos.z + (latestField.endTransform.position.z - latestPos.z) +
                       (go.transform.position.z - startPos.z);

        go.transform.position = new Vector3(latestPos.x, latestPos.y, z);
        latestField           = go.GetComponent <MovingEnviroment>();
        go.SetActive(true);

        //Setup ObstacleVisibility for the current last obstacle
        ObstacleVisibility[] df = go.transform.GetComponentsInChildren <ObstacleVisibility>();
        for (int i = 0; i < df.Length; i++)
        {
            df[i].enabled = true;
        }
    }