using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Traps : MonoBehaviour
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{
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public List<ConveyorBelt> ConveyorBelts = new List<ConveyorBelt>();
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public List<CrushingBoulder> CrushingBoulders = new List<CrushingBoulder>();
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public List<CubeWithCrystals> CubesWithCrystals = new List<CubeWithCrystals>();
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public List<FloatingOnWater> FloatingOnWater = new List<FloatingOnWater>();
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public List<InGroundTrap> InGroundTraps = new List<InGroundTrap>();
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public List<ShootingCannon> ShootingCannons = new List<ShootingCannon>();
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private void Start()
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{
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ConveyorBelts.AddRange(GameObject.FindObjectsOfType<ConveyorBelt>());
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CrushingBoulders.AddRange(GameObject.FindObjectsOfType<CrushingBoulder>());
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CubesWithCrystals.AddRange(GameObject.FindObjectsOfType<CubeWithCrystals>());
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FloatingOnWater.AddRange(GameObject.FindObjectsOfType<FloatingOnWater>());
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InGroundTraps.AddRange(GameObject.FindObjectsOfType<InGroundTrap>());
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ShootingCannons.AddRange(GameObject.FindObjectsOfType<ShootingCannon>());
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}
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public void environmentTurn()
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{
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if (ConveyorBelts.Count > 0)
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{
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foreach(ConveyorBelt belt in ConveyorBelts)
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{
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belt.Animate();
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}
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}
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if (CrushingBoulders.Count > 0)
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{
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foreach (CrushingBoulder boulder in CrushingBoulders)
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{
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boulder.Animate();
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}
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}
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if (ShootingCannons.Count > 0)
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{
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foreach (ShootingCannon cannon in ShootingCannons)
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{
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cannon.Animate();
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}
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}
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}
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public void environmentRound()
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{
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if (CubesWithCrystals.Count > 0)
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{
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foreach (CubeWithCrystals crystal in CubesWithCrystals)
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{
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crystal.Animate();
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}
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}
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if (FloatingOnWater.Count > 0)
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{
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foreach (FloatingOnWater water in FloatingOnWater)
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{
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water.Animate();
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}
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}
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if (InGroundTraps.Count > 0)
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{
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foreach (InGroundTrap ground in InGroundTraps)
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{
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ground.Animate();
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}
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}
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}
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}
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