// TODO fill me in public void OnLoad(GameData data) { foreach (Transform shrapnel in _holder) { GameObject.Destroy(shrapnel.gameObject); } BulletsData updateList = (BulletsData)data; foreach (BulletData update in updateList.Bullets) { ForceSpawn(update.Pos, Quaternion.Euler(0, 0, update.Rotation), update.Velocity, Time.time + Bullet.Lifetime); } }
// TODO fill me in public void OnLoad(GameData data) { foreach (Bullet b in Game.FindObjectsOfType(typeof(Bullet))) { Game.Destroy(b.gameObject); } BulletsData highnoon = (BulletsData)data; foreach (BulletData a in highnoon.Bullets) { ForceSpawn(a.Pos, new Quaternion(), a.Velocity, Time.time + Bullet.Lifetime); } }
public void OnLoad(GameData data) { Object[] listOfBullets = Object.FindObjectsOfType(typeof(Bullet)); foreach (var b in listOfBullets) { Bullet currBullet = (Bullet)b; Object.Destroy(currBullet.gameObject); } BulletsData allBulletsData = (BulletsData)data; foreach (var bulletData in allBulletsData.Bullets) { ForceSpawn(bulletData.Pos, Quaternion.Euler(0, 0, bulletData.Rotation), bulletData.Velocity, Time.time + Bullet.Lifetime); } }
// TODO fill me in public GameData OnSave() { BulletsData newBullets = new BulletsData(); newBullets.Bullets = new List <BulletData>(); Bullet[] oldBullets = (Bullet[])Object.FindObjectsOfType(typeof(Bullet)); foreach (Bullet shrapnel in oldBullets) { BulletData temp = new BulletData(); temp.Pos = shrapnel.GetComponent <Rigidbody2D>().position; temp.Velocity = shrapnel.GetComponent <Rigidbody2D>().velocity; temp.Rotation = shrapnel.GetComponent <Rigidbody2D>().rotation; newBullets.Bullets.Add(temp); } return(newBullets); }
// TODO fill me in public void OnLoad(GameData data) { while (_holder.childCount > 0) { Transform child = _holder.GetChild(0); child.parent = null; Object.Destroy(child.gameObject); } BulletsData allData = (BulletsData)data; foreach (BulletData b in allData.Bullets) { Quaternion q = Quaternion.Euler(0, 0, b.Rotation); ForceSpawn(b.Pos, q, b.Velocity, Time.time + Bullet.Lifetime); } }
public GameData OnSave() { BulletsData allBulletsData = new BulletsData(); Object[] listOfBullets = Object.FindObjectsOfType(typeof(Bullet)); foreach (var b in listOfBullets) { Bullet currBullet = (Bullet)b; BulletData bulletData = new BulletData(); Rigidbody2D rigidBody = currBullet.GetComponent <Rigidbody2D> (); bulletData.Pos = rigidBody.position; bulletData.Velocity = rigidBody.velocity; bulletData.Rotation = rigidBody.rotation; allBulletsData.Bullets.Add(bulletData); } return(allBulletsData); }
// TODO fill me in public GameData OnSave() { BulletsData Bulletstorm = new BulletsData(); List <BulletData> chamber = new List <BulletData>(); foreach (Bullet a in Game.FindObjectsOfType(typeof(Bullet))) { BulletData b = new BulletData(); b.Pos = a.GetComponent <Rigidbody2D>().position; b.Velocity = a.GetComponent <Rigidbody2D>().velocity; b.Rotation = a.GetComponent <Rigidbody2D>().rotation; chamber.Add(b); } Bulletstorm.Bullets = chamber; return(Bulletstorm); }
// TODO fill me in public GameData OnSave() { Bullet[] bullets = Object.FindObjectsOfType(typeof(Bullet)) as Bullet[]; BulletsData bData = new BulletsData(); bData.Bullets = new List <BulletData>(); foreach (Bullet bullet in bullets) { BulletData b = new BulletData(); Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>(); b.Pos = rb.position; b.Velocity = rb.velocity; b.Rotation = rb.rotation; bData.Bullets.Add(b); } return(bData); }
public GameData OnSave() { BulletsData bulletsData = new BulletsData(); var bullets = Object.FindObjectsOfType(typeof(Bullet)); foreach (Bullet bullet in bullets) { BulletData bulletData = new BulletData(); bulletData.Pos = bullet.GetComponent <Rigidbody2D>().position; bulletData.Rotation = bullet.GetComponent <Rigidbody2D>().rotation; bulletData.Velocity = bullet.GetComponent <Rigidbody2D>().velocity; bulletsData.Bullets.Add(bulletData); } return(bulletsData); }
public void OnLoad(GameData data) { // destroy exiting bullets //var list = _holder.GetComponents<Bullet>(); var list = Object.FindObjectsOfType(typeof(Bullet)); foreach (Bullet bullet in list) { Object.Destroy(bullet.gameObject); } BulletsData bullets = data as BulletsData; foreach (BulletData bullet in bullets.Bullets) { ForceSpawn(bullet.Pos, Quaternion.Euler(0, 0, bullet.Rotation), bullet.Velocity, Time.time + Bullet.Lifetime); } }
// TODO fill me in public GameData OnSave() { BulletsData bData = new BulletsData(); bData.Bullets = new List <BulletData>(); var bList = (Bullet[])Object.FindObjectsOfType(typeof(Bullet)); if (bList != null) { foreach (var bull in bList) { var currData = new BulletData(); currData.Pos = new Vector2(); currData.Velocity = new Vector2(); var rb2 = bull.gameObject.GetComponent <Rigidbody2D>(); currData.Pos = rb2.position; currData.Velocity = rb2.velocity; currData.Rotation = rb2.rotation; bData.Bullets.Add(currData); } } return(bData); }