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;
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public List<CrushingBoulder> CrushingBoulders;
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public List<CubeWithCrystals> CubesWithCrystals;
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public List<FloatingOnWater> FloatingOnWater;
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public List<InGroundTrap> InGroundTraps;
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public List<ShootingCannon> ShootingCannons;
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public void environmentTurn()
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{
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for(int a = 0; a < ConveyorBelts.Count; a++)
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{
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ConveyorBelts[a].GetComponent<ConveyorBelt>().Animate();
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}
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for (int b = 0; b < CrushingBoulders.Count; b++)
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{
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CrushingBoulders[b].GetComponent<CrushingBoulder>().Animate();
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}
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for (int c = 0; c < CubesWithCrystals.Count; c++)
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{
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CubesWithCrystals[c].GetComponent<CubeWithCrystals>().Animate();
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}
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for (int d = 0; d < FloatingOnWater.Count; d++)
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{
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FloatingOnWater[d].GetComponent<FloatingOnWater>().Animate();
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}
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for (int e = 0; e < InGroundTraps.Count; e++)
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{
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InGroundTraps[e].GetComponent<InGroundTrap>().Animate();
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}
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for (int f = 0; f < ShootingCannons.Count; f++)
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{
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ShootingCannons[f].GetComponent<ShootingCannon>().Animate();
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}
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}
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}
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