public Mapa(char[,] matriz, byte[] imagen, string nombre, TypeOfLand typeOfLand) { map = matriz; imagenMapa = imagen; nombreMapa = nombre; this.typeOfLand = typeOfLand; // D --> Desierto, B --> Bosque, N --> Nieve! }
private void GetValuesOfDataGame() { densidadAgua = (int)(DataGame.ValueSliderWater * 50); densidadVegetacion = (int)(DataGame.ValueSliderForest * 50); densidadObjetos = (int)(DataGame.ValueSliderRompibleObject * 50); typeOfLand = DataGame.TypeOfLand; }
private void SaveUiValues() { valueSliderForest = GameObject.Find("SliderForest").GetComponent <Slider>().value; valueSliderWater = GameObject.Find("SliderWater").GetComponent <Slider>().value; valueSliderRompibleObject = GameObject.Find("SliderRompibleObject").GetComponent <Slider>().value; typeOfLand = GetTypeOfLand(GameObject.Find("DropdownTypeOfLand").GetComponent <Dropdown>().captionText); }
private void GetValuesOfDataGame() { densidadAgua = (int)(DataGame.ValueSliderWater * 50); densidadVegetacion = (int)(DataGame.ValueSliderForest * 50); densidadObjetos = (int)(DataGame.ValueSliderRompibleObject * 50); typeOfLand = DataGame.TypeOfLand; // bool naturalDisasters = (int)Math.Round(DataGame.ValueSliderNaturalDisasters); // this will be for the rain and snow in the game }
private Texture LoadPreviewMap(TypeOfLand typeOfLand) { Debug.Log(typeOfLand); if (typeOfLand == TypeOfLand.FOREST) { return((Texture)Resources.Load("Images/CreateGameOnePlayerController/PreviewMapForest")); } else if (typeOfLand == TypeOfLand.DESERT) { return((Texture)Resources.Load("Images/CreateGameOnePlayerController/PreviewMapDesert")); } else if (typeOfLand == TypeOfLand.SNOW) { return((Texture)Resources.Load("Images/CreateGameOnePlayerController/PreviewMapSnow")); } return((Texture)Resources.Load("Images/CreateGameOnePlayerController/PreviewMapForest")); }