//Start void Start() { p = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); int chest_chance = Random.Range (0, 4); //Used form biome generation int b = Random.Range (0, 3); room_biome = (biomes)b; int e = Random.Range (0, 2); Enemies = new List<GameObject> (); for (int i = 0; i < e + 1; i ++) { GameObject go = Instantiate(Enemy) as GameObject; go.transform.parent = gameObject.transform; Vector3 tempPos = go.transform.position; tempPos = Vector3.zero; tempPos.y += Random.Range (0,3) - 1.5f; tempPos.y += Random.Range (0,3) - 1.5f; go.transform.position = tempPos; Enemies.Add (go); } switch (room_biome) { case biomes.forest: background.GetComponent <Renderer>().material = forest; break; case biomes.cave: background.GetComponent <Renderer>().material = cave; break; case biomes.dungeon: background.GetComponent <Renderer>().material = dungeon; break; } if (chest_chance == 0) { GameObject go = Instantiate(Chest) as GameObject; go.GetComponent<Chest>().p = p; go.transform.parent = gameObject.transform; } }
public void setTerrain(biomes b) { isOcean = false; isFrozen = false; biome = biomes.NONE; switch (b) { case biomes.OCEAN: this.GetComponent<Renderer>().material = baseTiles[0]; isOcean = true; biome = biomes.OCEAN; break; case biomes.MOUNTAIN: this.GetComponent<Renderer>().material = baseTiles[1]; biome = biomes.MOUNTAIN; break; case biomes.DESERT: this.GetComponent<Renderer>().material = baseTiles[2]; biome = biomes.DESERT; break; case biomes.PLAINS: this.GetComponent<Renderer>().material = baseTiles[3]; biome = biomes.PLAINS; break; case biomes.VALLEY: this.GetComponent<Renderer>().material = baseTiles[4]; biome = biomes.VALLEY; break; case biomes.HILLS: this.GetComponent<Renderer>().material = baseTiles[5]; biome = biomes.HILLS; break; case biomes.MARSHES: this.GetComponent<Renderer>().material = baseTiles[6]; biome = biomes.MARSHES; break; case biomes.FOREST: this.GetComponent<Renderer>().material = baseTiles[7]; biome = biomes.FOREST; break; case biomes.TUNDRA: this.GetComponent<Renderer>().material = baseTiles[8]; biome = biomes.TUNDRA; break; case biomes.GLACIER: this.GetComponent<Renderer>().material = baseTiles[9]; isFrozen = true; isOcean = true; break; case biomes.ICEBERG: this.GetComponent<Renderer>().material = baseTiles[10]; isFrozen = true; isOcean = true; break; } }
public void setTerrain(biomes b) { isOcean = false; isFrozen = false; biome = biomes.NONE; switch (b) { case biomes.OCEAN: this.GetComponent <Renderer>().material = baseTiles[0]; isOcean = true; biome = biomes.OCEAN; break; case biomes.MOUNTAIN: this.GetComponent <Renderer>().material = baseTiles[1]; biome = biomes.MOUNTAIN; break; case biomes.DESERT: this.GetComponent <Renderer>().material = baseTiles[2]; biome = biomes.DESERT; break; case biomes.PLAINS: this.GetComponent <Renderer>().material = baseTiles[3]; biome = biomes.PLAINS; break; case biomes.VALLEY: this.GetComponent <Renderer>().material = baseTiles[4]; biome = biomes.VALLEY; break; case biomes.HILLS: this.GetComponent <Renderer>().material = baseTiles[5]; biome = biomes.HILLS; break; case biomes.MARSHES: this.GetComponent <Renderer>().material = baseTiles[6]; biome = biomes.MARSHES; break; case biomes.FOREST: this.GetComponent <Renderer>().material = baseTiles[7]; biome = biomes.FOREST; break; case biomes.TUNDRA: this.GetComponent <Renderer>().material = baseTiles[8]; biome = biomes.TUNDRA; break; case biomes.GLACIER: this.GetComponent <Renderer>().material = baseTiles[9]; isFrozen = true; isOcean = true; break; case biomes.ICEBERG: this.GetComponent <Renderer>().material = baseTiles[10]; isFrozen = true; isOcean = true; break; } }