public virtual GameObject PlayerSpawnBomb(Vector3 location) { if (MinusBomb()) { return(ObjectSpawner.SpawnObject(ObjectToSpawn, location)); } return(null); }
public override GameObject DummySpawnBomb(Vector3 location) { GameObject obj = null; obj = ObjectSpawner.SpawnObject(ObjectToSpawn, location); obj.GetComponent <GrenadeBomb>().Direction = direction; return(obj); }
public GameObject SpawnExplosion(Vector2 tile, int damage) { GameObject explo = ObjectSpawner.SpawnObject("Explosion", tile); Explosion exp = explo.GetComponent <Explosion>(); exp.ID = this.ID; exp.damage = damage; return(explo); }
IEnumerator ExplodeTiles() { do { Vector2 current = TilesPos.Dequeue(); ObjectSpawner.SpawnObject("EndExplosion", current); yield return(wait); } while (TilesPos.Count != 0); }
public GameObject SpawnExplosion(int x, int y, int damage) { GameObject explo = ObjectSpawner.SpawnObject("Explosion", new Vector2(x, y)); Explosion exp = explo.GetComponent <Explosion>(); exp.ID = this.ID; exp.damage = damage; return(explo); }
public override GameObject PlayerSpawnBomb(Vector3 location) { GameObject obj = null; if (MinusBomb()) { obj = ObjectSpawner.SpawnObject(ObjectToSpawn, location); obj.GetComponent <GrenadeBomb>().Direction = direction; } return(obj); }
// Use this for initialization void Start() { int x = TileMapInterfacer.Instance.TileMap.size_x; int y = TileMapInterfacer.Instance.TileMap.size_z; x /= 2; y /= 2; location = TileMapInterfacer.Instance.TileMap.ConvertTileToWorld(new Vector2(x, y)); ObjectSpawner.SpawnObject(spawnTile, location); wait = new WaitForSeconds(waitSeconds); StartCoroutine(DropItemsTimer()); }
IEnumerator DropItemsTimer() { while (true) { while (controller.GameHasStarted) { if (currentObj != null) { while (currentObj.activeInHierarchy) { yield return(null); } } yield return(wait); currentObj = ObjectSpawner.SpawnObject(ObjectToDrop, location); } yield return(null); } }
public virtual GameObject DummySpawnBomb(Vector3 location) { return(ObjectSpawner.SpawnObject(ObjectToSpawn, location)); }
public override GameObject PlayerSpawnBomb(Vector3 location) { return(ObjectSpawner.SpawnObject("SmallBomb", location)); }