public float spawnTime; // How long to wait before spawning the tic tacs public SpawnModel(SE.PathLetter pathLetter, int spawnAmount, SE.Flavor flavor, float spawnTime) { this.pathLetter = pathLetter; this.spawnAmount = spawnAmount; this.flavor = flavor; this.spawnTime = spawnTime; }
public Vector3[] GetCenters(SE.PathLetter pathLetter, SE.PathRoute pathRoute) { Dictionary <SE.PathLetter, Vector3[]> centersDictionary = (pathRoute == SE.PathRoute.Melee) ? meleeCentersDictionary : rangedCentersDictionary; return(centersDictionary[pathLetter]); }
private void Awake() { meleeRadiiDictionary = new Dictionary <SE.PathLetter, float[]>(); rangedRadiiDictionary = new Dictionary <SE.PathLetter, float[]>(); meleeCentersDictionary = new Dictionary <SE.PathLetter, Vector3[]>(); rangedCentersDictionary = new Dictionary <SE.PathLetter, Vector3[]>(); foreach (Transform child in transform) // Go through path letters { float[] meleeRadii = new float[3]; float[] rangedRadii = new float[3]; Vector3[] meleeCenters = new Vector3[3]; Vector3[] rangedCenters = new Vector3[3]; foreach (Transform grandchild in child.transform) // Go through path routes { if (string.Equals(grandchild.name, "Melee")) { for (int i = 0; i < 3; i++) // Go through path distances { Transform grandGrandchild = grandchild.GetChild(i); meleeRadii[i] = grandGrandchild.localScale.x / 2.0f; meleeCenters[i] = grandGrandchild.position; } } else if (string.Equals(grandchild.name, "Ranged")) { for (int i = 0; i < 3; i++) // Go through path distances { Transform grandGrandchild = grandchild.GetChild(i); rangedRadii[i] = grandGrandchild.localScale.x / 2.0f; rangedCenters[i] = grandGrandchild.position; } } else { Debug.LogWarning("Path route " + grandchild.name + " is not valid"); } } SE.PathLetter pathLetter = default(SE.PathLetter); switch (child.name) { case "A": pathLetter = SE.PathLetter.A; break; case "B": pathLetter = SE.PathLetter.B; break; case "C": pathLetter = SE.PathLetter.C; break; case "D": pathLetter = SE.PathLetter.D; break; default: Debug.LogWarning("Path letter " + child.name + " is not valid"); break; } meleeRadiiDictionary.Add(pathLetter, meleeRadii); rangedRadiiDictionary.Add(pathLetter, rangedRadii); meleeCentersDictionary.Add(pathLetter, meleeCenters); rangedCentersDictionary.Add(pathLetter, rangedCenters); } }
public float[] GetRadii(SE.PathLetter pathLetter, SE.PathRoute pathRoute) { Dictionary <SE.PathLetter, float[]> radiiDictionary = (pathRoute == SE.PathRoute.Melee) ? meleeRadiiDictionary : rangedRadiiDictionary; return(radiiDictionary[pathLetter]); }