示例#1
0
        private void PopulatePool()
        {
            SpawnableBase newLazer = lazerFactory.GetItem();

            newLazer.SetPool(lazerPool);
            newLazer.transform.SetParent(playerView.ShootPos);
            newLazer.gameObject.SetActive(false);
            lazerPool.SetInstance(newLazer);
        }
示例#2
0
        private void CreateLevels()
        {
            int   levelNumber      = 1;
            float durationIncrease = 0;

            for (int i = 0; i < Random.Range(levelGenerationData.MinLevelCount, levelGenerationData.MaxLevelCount); i++)
            {
                LevelData levelData = new LevelData();
                levelData.Init();
                levelData.levelName     = "Level" + levelNumber;
                levelData.levelDuration = levelGenerationData.MinLevelDuration + durationIncrease;
                levelData.spawnRate     = Random.Range(levelGenerationData.MinSpawnRate, levelGenerationData.MaxSpawnRate);
                levelData.levelStatus   = LevelStatus.Closed;

                if (levelData.levelName.Equals(levelGenerationData.LevelOneName))
                {
                    levelData.levelStatus = LevelStatus.Open;
                }

                for (int j = 0; j < Random.Range(levelGenerationData.MinSpawnableCount, levelGenerationData.MaxSpawnableCount); j++)
                {
                    levelData.spawnables.Add(levelGenerationData.SpawnableData.Spawnables[Random.Range(0, levelGenerationData.SpawnableData.Spawnables.Count)].name);
                }

                SaveData.Current.levelData.Add(levelData);

                LevelIconBase levelIcon = levelIconFactory.GetItem();
                levelIcon.gameObject.SetActive(true);
                levelIcon.gameObject.transform.SetParent(mapView.LevelViewHolder);

                LevelBase level = new Level(levelController, levelData, levelIcon);
                levelHolder.Levels.AddLast(level);

                levelNumber++;
                durationIncrease += levelGenerationData.DurationIncreasePerLevel;
            }
        }