private void createStage(GameObject goMovingPoint, GameObject goGameTile, GameObject goImGameTile, C_LOADNODE cLoadNode, int nIndex) { int nWidth = 12; int nHeight = 12; m_cLoadNode = new C_LOADNODE(); m_cLoadNode.load(); m_cCustomGameMap = new C_CUSTOMGAMEMAP(); m_cCustomGameMap.init(m_cLoadNode, nIndex); m_cCustomGameMap.createMap(nWidth, nHeight); m_arMovingPoint = new GameObject[m_cCustomGameMap.getRoadCol().Count]; m_arMovingPointTransform = new Transform[m_cCustomGameMap.getRoadCol().Count]; Vector3 vUp = new Vector3(0.0f, 1.0f, 0.0f); for (int i = 0; i < m_cCustomGameMap.getRoadCol().Count; i++) { m_arMovingPoint[i] = (GameObject)Instantiate(goMovingPoint, m_cCustomGameMap.getNode(m_cCustomGameMap.getRoadRow()[i], m_cCustomGameMap.getRoadCol()[i]).transform.position + vUp, Quaternion.identity); } m_goMovingPointHolder = new GameObject(); m_goMovingPointHolder.name = "MovingPoints"; m_goMovingPointHolder.tag = "MovingPoints"; m_goMovingPointHolder.transform.position = new Vector3(11.0f, 0.0f, 11.0f); for (int i = 0; i < m_arMovingPoint.Length; i++) { m_arMovingPoint[i].name = "MovingPoint" + i; m_arMovingPoint[i].transform.parent = m_goMovingPointHolder.transform; m_arMovingPointTransform[i] = m_arMovingPoint[i].transform; } }
public void release() { m_cLoadNode = null; m_goNode = null; m_cTowerSelect = null; }
// Use this for initialization void Start() { m_cLoadNode = new C_LOADNODE(); m_cLoadNode.load(); m_arNodeColor = new int[4]; m_goNode = null; m_goTower = new GameObject(); m_goTower.name = "TowerHolder"; for (int i = 0; i < 4; i++) { if (i < 2) { m_arNodeColor[i] = colorChangeInt(m_cLoadNode.getImpossibleNode(i).GetComponent <Renderer>().sharedMaterial.color); } else { m_arNodeColor[i] = colorChangeInt(m_cLoadNode.getPossibleNode(i - 2).GetComponent <Renderer>().sharedMaterial.color); } } m_nNodeIndex = 0; m_nBackgroundColor = 827160832; m_cTowerSelect = gameObject.GetComponent <MapEdit.C_TOWERSELECT>(); m_cDefenceMap = new C_CUSTOMDEFENCEMAP(); m_cDefenceMap.init(m_cLoadNode); m_bStart = false; m_bRoadBuilding = false; m_bFloorEdit = false; }
// Use this for initialization void Awake() { m_cLoadAura = new C_LOADAURA(); m_cLoadBullet = new C_LOADBULLET(); m_cLoadEffect = new C_LOADEFFECT(); m_cLoadItem = new C_LOADITEM(); m_cLoadNode = new C_LOADNODE(); m_cLoadAura.init(); m_cLoadBullet.init(); m_cLoadEffect.init(); m_cLoadItem.init(); m_cLoadNode.load(); }
public void init(C_LOADNODE cLoadNode) { m_goMarsMapHolder = new GameObject(); m_cLoadNode = cLoadNode; m_arDefenceMapIndex = new int[12, 12]; m_cMapNodeData = new C_MAPNODEDATA(); m_cMapNodeData.init(); m_cMapNodeData.Parse(m_arDefenceMapIndex); m_cMapNodeData.release(); nNodeData = 0; m_goMarsMapHolder.name = "MarsMaps"; m_arMarsMap = new GameObject[12, 12]; m_listRoadRow = new List <int>(); m_listRoadCol = new List <int>(); m_arNodeColor = new int[4]; }
public void init(C_LOADNODE cLoadNode, int nIndex) { m_goMarsMapHolder = new GameObject(); m_cLoadNode = cLoadNode; m_arDefenceMapIndex = new int[12, 12]; m_goMarsMapHolder.name = "MarsMaps"; m_goMarsMapHolder.transform.position = new Vector3(11.0f, 0.0f, 11.0f); m_arMarsMap = new GameObject[12, 12]; m_listRoadRow = new List <int>(); m_listRoadCol = new List <int>(); m_arNodeColor = new int[4]; m_listTowerSelected = new List <int>(); setMapData(nIndex); }
public void init(GameObject goMovingPoint, GameObject goGameTile, GameObject goGameImTile, C_PLAYER cPlayer, C_LOADNODE cLoadNode, int nIndex) { createStage(goMovingPoint, goGameTile, goGameImTile, cLoadNode, nIndex); getWavePoint().AddComponent <C_ENEMYWAVE>(); getWavePoint().GetComponent <C_ENEMYWAVE>().setPlayer(cPlayer); getWavePoint().GetComponent <C_ENEMYWAVE>().setDifficultyHp(PlayerPrefs.GetFloat("CustomGameDifficulty")); }
public void init(C_LOADNODE cLoadNode) { m_goMarsMapHolder = new GameObject(); m_goMarsMapHolder.transform.position = new Vector3(11.0f, 0.0f, 11.0f); m_cLoadNode = cLoadNode; }
public void init(GameObject goMovingPoint, GameObject goGameTile, GameObject goGameImTile, C_PLAYER cPlayer, C_LOADNODE cLoadNode, float fDifficultyHp) { m_cStage.createStage(goMovingPoint, goGameTile, goGameImTile, cLoadNode); m_cStage.getWavePoint().AddComponent <C_ENEMYWAVE>(); m_cStage.getWavePoint().GetComponent <C_ENEMYWAVE>().setPlayer(cPlayer); m_cStage.getWavePoint().GetComponent <C_ENEMYWAVE>().setDifficultyHp(fDifficultyHp); }
public void createStage(GameObject goMovingPoint, GameObject goGameTile, GameObject goImGameTile, C_LOADNODE cLoadNode) { C_STAGEMGR.m_eStage = C_STAGEINFO.E_STAGE.E_STAGE0; int nWidth = 12; int nHeight = 12; m_arMovingPoint = new GameObject[12]; m_cDefenceMap = new C_DEFENCEMAP(); m_arMovingPointTransform = new Transform[12]; m_cDefenceMap.init(cLoadNode); m_cDefenceMap.createMap(nWidth, nHeight); Vector3 vUp = new Vector3(0.0f, 1.0f, 0.0f); m_arMovingPoint[0] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(0, 0).transform.position + vUp, Quaternion.identity); m_arMovingPoint[1] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(0, 4).transform.position + vUp, Quaternion.identity); m_arMovingPoint[2] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(nWidth - 1, 4).transform.position + vUp, Quaternion.identity); m_arMovingPoint[3] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(nWidth - 1, 0).transform.position + vUp, Quaternion.identity); m_arMovingPoint[4] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(nWidth - 5, 0).transform.position + vUp, Quaternion.identity); m_arMovingPoint[5] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(nWidth - 5, nHeight - 1).transform.position + vUp, Quaternion.identity); m_arMovingPoint[6] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(nWidth - 1, nHeight - 1).transform.position + vUp, Quaternion.identity); m_arMovingPoint[7] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(nWidth - 1, nHeight - 5).transform.position + vUp, Quaternion.identity); m_arMovingPoint[8] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(0, nHeight - 5).transform.position + vUp, Quaternion.identity); m_arMovingPoint[9] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(0, nHeight - 1).transform.position + vUp, Quaternion.identity); m_arMovingPoint[10] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(4, nHeight - 1).transform.position + vUp, Quaternion.identity); m_arMovingPoint[11] = (GameObject)Instantiate(goMovingPoint, m_cDefenceMap.getTilePoint(4, 0).transform.position + vUp, Quaternion.identity); m_goMovingPointHolder = new GameObject(); m_goMovingPointHolder.transform.position = new Vector3(11.0f, 0.0f, 11.0f); m_goMovingPointHolder.name = "MovingPoints"; m_goMovingPointHolder.tag = "MovingPoints"; for (int i = 0; i < m_arMovingPoint.Length; i++) { m_arMovingPoint[i].name = "MovingPoint" + i; m_arMovingPoint[i].transform.parent = m_goMovingPointHolder.transform; m_arMovingPointTransform[i] = m_arMovingPoint[i].transform; } }