private void AddNode(List <string> methodParameter) { var pos = ExtractVec2fParameter(methodParameter, 0); var id = ExtractGuidParameter(methodParameter, 1); var px = pos.Item1 * _scaleFactor; var py = pos.Item2 * _scaleFactor; var node = new NodeBlueprint(px, py, id); _currentNode = node; _result.LevelNodes.Add(node); }
public void SetUp(Node node, NodeBlueprint blueprint) { Node = node; Blueprint = blueprint; sr.sprite = blueprint.sprite; if (node.nodeType == NodeType.Boss) { transform.localScale *= 1.5f; } initialScale = sr.transform.localScale.x; visitedCircle.color = MapView.Instance.visitedColor; visitedCircle.gameObject.SetActive(false); SetState(NodeStates.Locked); }
public void SetUp(Node node, NodeBlueprint blueprint) { mapManager = GameObject.FindGameObjectWithTag("MapManager").GetComponent <MapManager>(); Node = node; Blueprint = blueprint; sr.sprite = blueprint.sprite; if (node.nodeType == NodeType.Boss) { transform.localScale *= 1.5f; } initialScale = sr.transform.localScale.x; visitedCircle.color = MapView.Instance.visitedColor; visitedCircle.gameObject.SetActive(false); SetState(NodeStates.Locked); escenas = GameObject.FindGameObjectWithTag("Escenas").GetComponent <Escenas>(); switch (blueprint.nodeType) { case NodeType.MinorEnemy: scene = escenas.escenarioActual.escenasEnemigos[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasEnemigos.Count)]; break; case NodeType.EliteEnemy: scene = escenas.escenarioActual.escenasEnemigosElites[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasEnemigosElites.Count)]; break; case NodeType.Boss: scene = escenas.escenarioActual.escenasBosses[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasBosses.Count)]; break; case NodeType.Treasure: scene = escenas.escenarioActual.escenasTesoros[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasTesoros.Count)]; break; case NodeType.Store: break; case NodeType.RestSite: scene = escenas.escenarioActual.escenaHoguera; break; case NodeType.Mystery: break; } }
public LevelData GetLevelData(NodeBlueprint bp) { return(GetLevelData(bp.LevelID)); }