Beispiel #1
0
    public void GenerateTrail(TrailSpot first, TrailSpot final)
    {
        this.firstLocation = first;
        this.finalLocation = final;



        /*Debug.Log("Trail Generated!");
         * Debug.Log("First location: " + firstLocation.SpotName);
         * Debug.Log("Final location: " + finalLocation.SpotName);*/
    }
Beispiel #2
0
    //used to make slots for this specific stretch


    //Constructor
    public Stretch(int stretchID)
    {
        this.stretchID = stretchID;
        switch (stretchID)
        {
        case 1:
            this.nameOfStartingLocation = "Williamstown";
            this.nameOfEndLocation      = "PineCobble";
            this.startingLocationPos    = new Vector3(42.716950f, 0, 0);
            this.endLocationPos         = new Vector3(42.726261f, 1894, 0);
            this.startingSpot           = new Town(nameOfStartingLocation, startingLocationPos, new Vector2(873, 266));
            this.endSpot         = new Lookout(nameOfEndLocation, endLocationPos, new Vector2(1894, 577));
            this.distanceInMiles = 1.5f;     //unsure???
            this.windingMin      = 1.5f;
            this.windingMax      = 2.5f;
            this.bumpMin         = .5f;
            this.bumpMax         = 1f;
            break;

        //Thought: there is "class of 98 trail" between pine cobble and williamstown, i think any protruding paths should be ignored.
        //"This is the path you MUST take the kids down or you'll get in trouble" or something??? But does that make sense if that's the only thing
        //that the camp really cares about? maybe they could also care about money spent in towns.
        case 2:
            this.nameOfStartingLocation = "PineCobble";
            this.nameOfEndLocation      = "EphsLookout";
            this.startingLocationPos    = new Vector3(42.726261f, 1894, 0);
            this.endLocationPos         = new Vector3(42.734124f, 2280, 0);
            startingSpot         = new Lookout(nameOfStartingLocation, startingLocationPos, new Vector2(1894, 577));
            endSpot              = new Lookout(nameOfEndLocation, endLocationPos, new Vector2(2280, 695));
            this.distanceInMiles = 1.2f;
            this.windingMin      = .2f;
            this.windingMax      = .5f;
            this.bumpMin         = .5f;
            this.bumpMax         = 1f;
            break;

        case 3:
            this.nameOfStartingLocation = "EphsLookout";
            this.nameOfEndLocation      = "SethWarnerShelter";
            this.startingLocationPos    = new Vector3(42.734124f, 2280, 0);
            this.endLocationPos         = new Vector3(42.771968f, 2300, 0);
            startingSpot         = new Lookout(nameOfStartingLocation, startingLocationPos, new Vector2(2280, 695));
            endSpot              = new Shelter(nameOfEndLocation, endLocationPos, new Vector2(2180, 664)); //converted myself
            this.distanceInMiles = 2.8f;
            this.windingMin      = 1f;
            this.windingMax      = 1.5f;
            this.bumpMin         = .5f;
            this.bumpMax         = 1f;
            break;
        }
        this.amountOfSlotsInLevel = (int)(distanceInMiles * 100f);
    }