Beispiel #1
0
    //First, generate the map, and then save it as a Prefab. Then, add that prefab to the MapPrefab variable of the map object the Maps script in the Game Manager.
    public void ChooseMap()
    {
        var allMaps   = GameManager.Instance.GetComponent <Maps>().allMapsDict;
        int menuIndex = mapSelector.value;
        List <TMP_Dropdown.OptionData> menuOptions = mapSelector.options;

        mapName = menuOptions[menuIndex].text;

        if (allMaps.ContainsKey(mapName))
        {
            mapDetails.mapName       = mapName;
            mapDetails.mapCode       = allMaps[mapName].mapCode;
            mapDetails.enemyMax      = allMaps[mapName].enemyMax;
            mapDetails.levelMin      = allMaps[mapName].levelMin;
            mapDetails.levelMax      = allMaps[mapName].levelMax;
            mapDetails.spawnInterval = allMaps[mapName].spawnInterval;
            mapDetails.width         = allMaps[mapName].width;
            mapDetails.height        = allMaps[mapName].height;

            //clear the active tiles and active towers list
            GameManager.Instance.activeTiles.Clear();
            GameManager.Instance.activeTowers.Clear();


            mapDetails.LoadMap(mapName);
            mapObject.transform.position   = new Vector2(0f, 0f);
            loadTowerMenuBtn.interactable  = true;
            GameManager.Instance.inGame    = true;
            GameManager.Instance.activeMap = mapDetails;
            //mapDetailsObject.SetActive(true);
            worldMapObject.SetActive(false);
        }

        //mapObject.GetComponentInChildren<MapDetails>().DisplayMap(mapName);
    }
Beispiel #2
0
    public void ImportMap()
    {
        GameObject[] maps = GameObject.FindGameObjectsWithTag("MapTile");
        tileNumber = 0;

        for (int m = 0; m < maps.Length; m++)
        {
            Destroy(maps[m]);
        }



        string code = codeInput.text;

        mapDetails.LoadMap(code);


        return;
    }