public WorldModel() { Entities = new EntityManager(this); EntityManager.Reset(true); Effects = new EffectsManager(this); Input = new WorldInput(this); Interaction = new WorldInteraction(this); m_WorldClient = new WorldClient(this); }
} // InWorld allows us to tell when our character object has been loaded in the world. // ============================================================================================================ // Ctor, Initialization, Dispose, Update // ============================================================================================================ public WorldModel() { Service.Add <WorldModel>(this); _engine = Service.Get <UltimaGame>(); _network = Service.Get <INetworkClient>(); _userInterface = Service.Get <UserInterfaceService>(); Entities = new EntityManager(this); Entities.Reset(true); Effects = new EffectManager(this); Statics = new StaticManager(); Input = new WorldInput(this); Interaction = new WorldInteraction(this); Client = new WorldClient(this); }
public WorldModel() : base() { UltimaServices.Register <WorldModel>(this); m_Engine = UltimaServices.GetService <UltimaEngine>(); m_Network = UltimaServices.GetService <INetworkClient>(); m_UserInterface = UltimaServices.GetService <UserInterfaceService>(); Entities = new EntityManager(this); EntityManager.Reset(true); Effects = new EffectsManager(this); Input = new WorldInput(this); Interaction = new WorldInteraction(this); Client = new WorldClient(this); }
private void Start() { WorldInput input = World.instance.input; // Get spawn points List <Vector2Int> enemySpawnPoints = World.instance.GetAllObjectPoints(World.WorldObject.Enemy); // Create enemeis enemies = new List <Enemy>(); CreateEnemiesBasedOnData(input.enemies, enemySpawnPoints.Count); // Place enemies at right positions for (int i = 0; i < enemySpawnPoints.Count; i++) { enemies[i].UpdatePosition(enemySpawnPoints[i]); } }
public void IncrementLevel() { money += Random.Range(25, 35); if (levelNumber != 0) { attackCellChance += 10; if (attackCellChance >= 75) { attackCellChance = 75; } numberOfUnits += inputs[levelNumber - 1].rewardUnits; } input = inputs[levelNumber]; levelNumber++; }
// ================================================================================ // Ctor, Initialization, Dispose, Update // ================================================================================ public WorldModel() : base() { ServiceRegistry.Register <WorldModel>(this); m_Engine = ServiceRegistry.GetService <UltimaGame>(); m_Network = ServiceRegistry.GetService <INetworkClient>(); m_UserInterface = ServiceRegistry.GetService <UserInterfaceService>(); Entities = new EntityManager(this); Entities.Reset(true); Effects = new EffectManager(this); Statics = new StaticManager(); Input = new WorldInput(this); Interaction = new WorldInteraction(this); Client = new WorldClient(this); }
public void GenerateWorld(WorldInput input) { this.input = input; cameraTarget.transform.position = new Vector3(input.size.x / 2, input.size.y / 2 - input.size.y / 9, 0); worldMap = new WorldObject[input.size.x, input.size.y]; // Basic ground for (int y = 0; y < input.size.y; y++) { for (int x = 0; x < input.size.x; x++) { groundMap.SetTile(new Vector3Int(x, y, 0), groundTiles[Random.Range(0, groundTiles.Count)]); worldMap[x, y] = WorldObject.Empty; } } // Create huts int hutsToCreate = Random.Range(input.minHuts, input.maxHuts); List <Vector2Int> hutPoints = new List <Vector2Int>(); while (hutPoints.Count < hutsToCreate) { Vector2Int point = new Vector2Int(Random.Range(0, input.size.x), Random.Range(0, input.size.y)); if (worldMap[point.x, point.y] == WorldObject.Empty) { worldMap[point.x, point.y] = WorldObject.Hut; hutPoints.Add(point); } } // Create enemy positons int enemiesToCreate = Random.Range(input.minEnemies, input.maxEnemies); List <Vector2Int> enemySpawnPoints = new List <Vector2Int>(); while (enemySpawnPoints.Count < enemiesToCreate) { Vector2Int point = new Vector2Int(Random.Range(0, input.size.x), Random.Range(0, input.size.y)); if (worldMap[point.x, point.y] == WorldObject.Empty) { worldMap[point.x, point.y] = WorldObject.Enemy; enemySpawnPoints.Add(point); } } }