示例#1
0
        public GameObject InstantiateTrain(Vehicles vehicles)
        {
            GameObject @object = null;

            switch (vehicles)
            {
            case Vehicles.GUESTROOM:
                @object = m_GuestRoomPool.pop();
                ApplyGuestRoomAmount(1);
                break;

            case Vehicles.CULTIVATION:
                @object = m_CultivationPool.pop();
                ApplyCultivationAmount(1);
                break;

            case Vehicles.EDUCATION:
                @object = m_EducationPool.pop();
                ApplyEducationAmount(1);
                break;

            case Vehicles.PRESERVE:
                @object = m_PreservationPool.pop();
                break;

            case Vehicles.STORAGE:
                @object = m_StoragePool.pop();
                break;

            default:
                break;
            }
            return(@object);
        }
示例#2
0
    public void SpawnBall()
    {
        BallObject = ballPool.pop();
        Vector3 Pos = Camera.main.ScreenToWorldPoint(transform.position) * new Vector2(1, 1);

        BallObject.transform.position = Pos;
    }
示例#3
0
    public override void LauncherUpdate()
    {
        GameObject _bullet = missileBullet01.pop();

        _bullet.transform.GetComponent <Bullet>().SetPool(missileBullet01);
        _bullet.transform.position = Camera.main.ScreenToWorldPoint(boss.transform.position) * new Vector2(1, 1);

        m_bIsFinish = true;
    }
示例#4
0
    public override void LauncherUpdate()
    {
        for (float i = 0; i < 360f; i += 45f)
        {
            GameObject _bullet = normalBullet01.pop();
            _bullet.GetComponent <Bullet>().SetPool(normalBullet01);
            _bullet.transform.position = Camera.main.ScreenToWorldPoint(boss.transform.position) * new Vector2(1, 1);
            _bullet.transform.rotation = Quaternion.Euler(0, 0, i);
        }

        m_bIsFinish = true;
    }
示例#5
0
    private void ActiveOn()
    {
        _bossBrick = null;

        int groundHeight    = m_nSpawnCount / m_nRowClamp;
        int bossHeartHeight = Random.Range(groundHeight - 2, groundHeight);
        int bossHeartWidth  = Random.Range(0, m_nRowClamp);
        int row;
        int height;

        for (int i = 0; i < m_nSpawnCount; i++)
        {
            row    = i % m_nRowClamp;
            height = i / m_nRowClamp;

            if (height.Equals(bossHeartHeight) && row.Equals(bossHeartWidth))
            {
                _bossBrick = MonoBehaviour.Instantiate(m_oBossHeartBrickPrefabs, transform);
                SetBrickPosition(_bossBrick, m_startGeneratePosition.position, row, height, m_fSpacing);
                continue;
            }

            GameObject _obj = brickPool.pop();

            if (_obj.TryGetComponent(out Brick brick))
            {
                brick.SetPool(brickPool);
            }
            else
            {
                Debug.LogError("Polling Object Not Found");
            }

            SetBrickPosition(_obj, m_startGeneratePosition.position, row, height, m_fSpacing);
        }
    }
示例#6
0
        public GameObject InstantiateSpecialBubble(SpecialBubbleType type)
        {
            GameObject poolObject = null;

            switch (type)
            {
            case SpecialBubbleType.REBELLION:
                poolObject = m_RebellionPool.pop();
                break;

            case SpecialBubbleType.DEMONSTRATE:
                poolObject = m_DemonstratePool.pop();
                break;

            case SpecialBubbleType.FALSE_RELIGION:
                poolObject = m_FalseReligionPool.pop();
                break;

            default:
                break;
            }

            return(poolObject);
        }