public void SetStats(AsteroidValues stats) { base.angle = base.speed * 10 * (Random.Range(stats.minMaxRotation.x, stats.minMaxRotation.y) < 50 ? 1 : -1); base.health = stats.maxHealth; int maxPossibleAsteroidLvl = 0; if (stats.maxLevelOfAsteroid > stats.AsteroidSpriteList.Count - 1) { maxPossibleAsteroidLvl = stats.maxLevelOfAsteroid; } else { maxPossibleAsteroidLvl = stats.AsteroidSpriteList.Count - 1; } if (asteroidLevel > maxPossibleAsteroidLvl) { asteroidLevel = maxPossibleAsteroidLvl; } /* * List<int> sameLvlAsteroid = new List<int>(); * for (int i = 0; i < stats.AsteroidLvlGrouping.Count; i++) * { * if (stats.AsteroidLvlGrouping[i] == asteroidLevel) * sameLvlAsteroid.Add(i); * } * int choosenAsteroid = sameLvlAsteroid[(int)Random.Range(0, sameLvlAsteroid.Count - 1)]; * Debug.Log(choosenAsteroid); * base.sprite = stats.AsteroidSpriteList[choosenAsteroid]; * gameObject.GetComponent<CircleCollider2D>().radius = stats.AsteroidRadiusList[choosenAsteroid]; */ base.sprite = stats.AsteroidSpriteList[asteroidLevel]; gameObject.GetComponent <CircleCollider2D>().radius = stats.AsteroidRadiusList[asteroidLevel]; objectsCreator = new ObjectsCreator.ResourcesObjectsCreator(stats.baseAsteroidID); }
public override void Initialize() { SetStats(stats); base.Initialize(); if (objectsCreator == null) { objectsCreator = new ObjectsCreator.ResourcesObjectsCreator(stats.baseAsteroidID); } }