public Planet CreatePlanet(Vector3 v, Planet.PlanetType pt, string planetName, int index, float scale, int pno) { // 1. Instantiate GameObject and Assign its Sprite GameObject go = new GameObject(); Sprite selected = Molten; switch (pt) { case Planet.PlanetType.molten: go = Instantiate(MoltenPlanet, v, Quaternion.identity); break; case Planet.PlanetType.temperate: go = Instantiate(TemperatePlanet, v, Quaternion.identity); selected = Temperate; break; case Planet.PlanetType.water: go = Instantiate(WaterPlanet, v, Quaternion.identity); selected = Water; break; } // 2. Scale the gameobject accordingly go.transform.localScale = new Vector2(scale, scale); // 3. Create new planet instance to return return(new Planet(planetName, index, selected, pt, go, scale, pno)); }
public void Initialize(Planet target, Planet.PlanetType type, int count, GameController controller) { m_target = target; m_type = type; m_count = count; m_controller = controller; GameSettings.GameMode gameMode = m_controller.GetGameMode(); switch (gameMode) { case GameSettings.GameMode.Easy: m_velocity = m_velocityEasy; break; case GameSettings.GameMode.Normal: m_velocity = m_velocityNormal; break; case GameSettings.GameMode.Hard: if (type == Planet.PlanetType.Enemy) { m_velocity = m_velocityHard; } else { m_velocity = m_velocityNormal; } break; } }
//petal petalcolor stem stemcolor leaf leafcolor pistil pistilcolor /// <summary> /// Returns a uint ID for a generated flower for the given planet ID (home-0, hot-1, cold-2, neon-3) /// </summary> /// <param name="planetID"></param> /// <returns></returns> public uint getRandomFlowerIDForPlanet(Planet.PlanetType planet) { uint returnValue = 0; int maxElementsPerPlanet = 4; int planetID = (int)planet; //Get random petal int addValue = availablePlanetPetals[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; returnValue *= 16; //Get random petal color addValue = availablePlanetPetalColors[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; returnValue *= 16; //Get random stem addValue = availablePlanetStems[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; returnValue *= 16; //Get random stem color addValue = availablePlanetStemColors[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; returnValue *= 16; //Get random leaf addValue = availablePlanetLeafs[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; returnValue *= 16; //Get random leaf color addValue = availablePlanetLeafColors[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; returnValue *= 16; //Get random pistil addValue = availablePlanetPistils[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; returnValue *= 16; //Get random pistil color addValue = availablePlanetPistilColors[planetID, Random.Range(0, maxElementsPerPlanet)]; returnValue += (uint)addValue; return(returnValue); }
public string getRandomFlowerStringForPlanet(Planet.PlanetType planet) { StringBuilder result = new StringBuilder(); int maxElementsPerPlanet = 4; int planetID = (int)planet; result.Append(availablePlanetPetals[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); result.Append(availablePlanetPetalColors[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); result.Append(availablePlanetStems[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); result.Append(availablePlanetStemColors[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); result.Append(availablePlanetLeafs[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); result.Append(availablePlanetLeafColors[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); result.Append(availablePlanetPistils[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); result.Append(availablePlanetPistilColors[planetID, Random.Range(0, maxElementsPerPlanet)].ToString("X")); return(result.ToString()); }
public Planet CreatePlanet(float x, float y, SolarSystem solarSystem, float theta, float distFromSun, Planet.PlanetType type = Planet.PlanetType.Earth) { int id = CreateUniquePlanetID(); Planet p = new Planet(x, y, id, solarSystem, theta, distFromSun, type); planets.Add(id, p); return(p); }