public BriefCaseController(Vector3 nodePos, InteractableManager interactableManager , InteractableView briefCasePrefab) { this.interactableManager = interactableManager; GameObject briefCase = GameObject.Instantiate <GameObject>(briefCasePrefab.gameObject); interactableView = briefCase.GetComponent <BriefCaseView>(); interactableView.transform.position = nodePos; }
public DualGunInteractableController(Vector3 nodePos, InteractableManager interactableManager , InteractableView dualGunPrefab) { this.interactableManager = interactableManager; GameObject dualGun = GameObject.Instantiate <GameObject>(dualGunPrefab.gameObject); interactableView = dualGun.GetComponent <DualGunInteractableView>(); interactableView.transform.position = nodePos; }
public GuardUniformController(Vector3 nodePos, InteractableManager interactableManager , InteractableView guardUniformPrefab, EnemyType enemyType) { this.currentEnemyType = enemyType; this.interactableManager = interactableManager; GameObject guardUniform = GameObject.Instantiate <GameObject>(guardUniformPrefab.gameObject); interactableView = guardUniform.GetComponent <GuardUniformView>(); interactableView.SetController(this); interactableView.transform.position = nodePos; }
public SniperController(Vector3 nodePos, InteractableManager interactableManager, InteractableView sniperPrefab) { this.interactableManager = interactableManager; GameObject sniper = GameObject.Instantiate <GameObject>(sniperPrefab.gameObject); interactableView = sniper.GetComponent <SniperView>(); interactableView.SetController(this); interactableView.transform.position = nodePos; }
public KeyController(Vector3 nodePos, InteractableManager interactableManager, InteractableView keyPrefab, KeyTypes keyType) { this.interactableManager = interactableManager; this.keyType = keyType; GameObject key = GameObject.Instantiate <GameObject>(keyPrefab.gameObject); interactableView = key.GetComponent <KeyView>(); interactableView.SetController(this); interactableView.transform.position = nodePos; }
public AmbushPlantController(Vector3 nodePos, InteractableManager interactableManager, InteractableView ambushPlantPrefab) { this.interactableManager = interactableManager; GameObject anbushPlant = GameObject.Instantiate <GameObject>(ambushPlantPrefab.gameObject); interactableView = anbushPlant.GetComponent <AmbushPlantView>(); interactableView.SetController(this); interactableView.transform.position = nodePos; }
public RockInteractableController(Vector3 nodePos, InteractableManager interactableManager, InteractableView rockPrefab) { this.interactableManager = interactableManager; GameObject rock = GameObject.Instantiate <GameObject>(rockPrefab.gameObject); interactableView = rock.GetComponent <RockInteractableView>(); interactableView.SetController(this); interactableView.transform.position = nodePos; }
void SpawnInteractables(InteractablePickup interactablePickup, InteractableScriptableObj interactableScriptableObj) { List <int> nodeID = new List <int>(); nodeID.Clear(); int k = (int)interactablePickup; nodeID = interactableManager.GetNodeIDOfController(interactablePickup); switch (interactablePickup) { case InteractablePickup.NONE: break; case InteractablePickup.BREIFCASE: for (int i = 0; i < nodeID.Count; i++) { InteractableView briefCaseView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController briefCaseController = new BriefCaseController(position , interactableManager , briefCaseView); interactableManager.AddInteractable(nodeID[i], briefCaseController); } break; case InteractablePickup.STONE: for (int i = 0; i < nodeID.Count; i++) { InteractableView stoneView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController rockController = new RockInteractableController(position , interactableManager , stoneView); interactableManager.AddInteractable(nodeID[i], rockController); } break; case InteractablePickup.BONE: for (int i = 0; i < nodeID.Count; i++) { InteractableView boneView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController boneController = new BoneController(position , interactableManager , boneView); interactableManager.AddInteractable(nodeID[i], boneController); } break; case InteractablePickup.SNIPER_GUN: for (int i = 0; i < nodeID.Count; i++) { InteractableView sniperView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController sniperController = new SniperController(position , interactableManager , sniperView); interactableManager.AddInteractable(nodeID[i], sniperController); } break; case InteractablePickup.DUAL_GUN: for (int i = 0; i < nodeID.Count; i++) { InteractableView dualGunView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController dualGunController = new DualGunInteractableController(position , interactableManager , dualGunView); interactableManager.AddInteractable(nodeID[i], dualGunController); } break; case InteractablePickup.COLOR_KEY: for (int i = 0; i < nodeID.Count; i++) { InteractableView keyView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController keyController = new KeyController(position , interactableManager , keyView, interactableManager.ReturnPathService().GetKeyType(nodeID[i])); interactableManager.AddInteractable(nodeID[i], keyController); } break; case InteractablePickup.AMBUSH_PLANT: for (int i = 0; i < nodeID.Count; i++) { InteractableView ambushPlantView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); InteractableController ambushPlantController = new AmbushPlantController(position , interactableManager , ambushPlantView); interactableManager.AddInteractable(nodeID[i], ambushPlantController); } break; case InteractablePickup.GUARD_DISGUISE: for (int i = 0; i < nodeID.Count; i++) { InteractableView guardView = interactableScriptableObj.interactableItems[k] .interactableView; Vector3 position = interactableManager.ReturnPathService() .GetNodeLocation(nodeID[i]); EnemyType enemyType = interactableManager.ReturnPathService() .GetDisguise(nodeID[i]); InteractableController guardController = new GuardUniformController(position , interactableManager , guardView , enemyType); interactableManager.AddInteractable(nodeID[i], guardController); } break; default: break; } }