// Use this for initialization
    void Start()
    {
        //load prefabs
        corridor = Resources.Load("Prefabs/Environment/Corridor") as GameObject;
        floor    = Resources.Load("Prefabs/Environment/Floor") as GameObject;
        wall     = Resources.Load("Prefabs/Environment/Wall") as GameObject;
        door     = Resources.Load("Prefabs/Environment/Door") as GameObject;
        unused   = Resources.Load("Prefabs/Environment/Unused") as GameObject;

        //grab enemies from prefabs
        vagrant = Resources.Load("Prefabs/NPCs/Vagrant") as GameObject;


        //find levelController
        levelControllerScript = GameObject.Find("LevelController").GetComponent <LevelControllerScript> ();

        myX = levelControllerScript.GetMapCols();
        myY = levelControllerScript.GetMapRows();

        ChangeLevel(0, 0);


        for (int i = 0; i < 10; ++i)
        {
            int x = Random.Range(0, _width);
            int y = Random.Range(0, _height);
            Debug.Log(x + ", " + y);
            if (levelControllerScript.GetLevelGrid()[x, y].GetComponent <TileScript> ().IsGround())
            {
                levelControllerScript.SpawnLivingThing(vagrant, x, y);
            }
        }
        levelControllerScript.FillNPCList();
    }
Beispiel #2
0
 // Use this for initialization
 protected void Start()
 {
     levelControllerScript = GameObject.Find("LevelController").GetComponent <LevelControllerScript>();
     levelGrid             = levelControllerScript.GetLevelGrid();
     mapCols = levelControllerScript.GetMapCols();
     mapRows = levelControllerScript.GetMapRows();
 }
Beispiel #3
0
 protected void Move(int x, int y)
 {
     levelGrid = levelControllerScript.GetLevelGrid();
     // && levelGrid [posX + x, posY + y] != null
     if (posX + x >= 0 && posX + x < mapCols && posY + y >= 0 && posY + y < mapRows)
     {
         Debug.Log((posX) + ", " + (posY));
         if (levelGrid [posX + x, posY + y].GetComponent <TileScript> ().IsPassable())
         {
             levelGrid [posX, posY].GetComponent <TileScript> ().RemoveOccupant();
             posX += x;
             posY += y;
             transform.Translate(new Vector3(x, y, 0));
             levelGrid [posX, posY].GetComponent <TileScript> ().SetOccupant(GetComponent <GameObject> ());
         }
     }
 }
    // Use this for initialization
    void Start () {
		if (xmax % 2 == 0) {oddColAdjustment = -.5f;}
		if (ymax % 2 == 0) {oddRowAdjustment = -.5f;}

		levelControllerScript = GameObject.Find ("LevelController").GetComponent<LevelControllerScript> ();
		ymax = levelControllerScript.GetMapCols ();
		xmax = levelControllerScript.GetMapRows ();
		_levelGrid = levelControllerScript.GetLevelGrid ();

		corridorTile = Resources.Load ("Prefabs/Environment/Corridor") as GameObject;
        floorTile = Resources.Load("Prefabs/Environment/Floor") as GameObject;
        wallTile = Resources.Load("Prefabs/Environment/Wall") as GameObject;
        doorTile = Resources.Load("Prefabs/Environment/Door") as GameObject;
        unusedTile = Resources.Load("Prefabs/Environment/Unused") as GameObject;
        woodWallTile = Resources.Load("Prefabs/Environment/WoodWall") as GameObject;
        //GameObject sut = Instantiate(unusedTile, new Vector3(0, 0, -1), Quaternion.identity) as GameObject;
        //levelControllerScript.ReplaceTile(0, 0, unusedTile);

        CreateDungeon(xmax, ymax, 100);
        //Initialize();
		levelControllerScript.SetLevelGrid(_levelGrid);
    }