public void setFase(ShotConfiguration _info) { if (_info.IsNewFase) { setFase(_info.Fase); } //setMultiplicador(ServiceLocator.Request<IDifficultyService>().GetMultiplier()); }
public ShotConfiguration GetNextShotConfig() { bool newFase = setupFase(); Vector3 position; if (hardPositioning) { position = hardPosition; } else { position = AreaManager.GetRandomPoint(CurrentDifficulty, ServiceLocator.Request <IGameplayService>().GetGameMode(), centerPercent); } ShotConfiguration config = new ShotConfiguration() { Mode = GameMode.Shooter, //Position = AreaManager.GetRandomPoint( CurrentDifficulty, ServiceLocator.Request<IGameplayService>().GetGameMode() ), Position = position, Bullseyes = null, Difficulty = CurrentDifficulty, Fase = fase, IsNewFase = newFase }; // mostrar la barrera (si procede) SetupWall(position); // mostrar sábana (si procede) SetupSheet(); lastConfig = config; ShotInformation info = new ShotInformation() { Shot = config, Result = false }; CurrentShot = info; sendEvent(config); return(config); }
void OnReset(ShotConfiguration _info) { SetActive(whenGoal, false); SetActive(whenShoot, false); SetActive(whenReset, true); }