Ejemplo n.º 1
0
    public void Die()
    {
        //Finding objects
        mainCamera   = GameObject.FindGameObjectWithTag("MainCamera");
        eventHandler = GameObject.FindGameObjectWithTag("EventHandler");

        //Get objects Components
        CameraFollow     camFollow        = mainCamera.GetComponent <CameraFollow>();
        GameUIController gameUIControl    = eventHandler.GetComponent <GameUIController>();
        CoinSystem       coinSystem       = eventHandler.GetComponent <CoinSystem>();
        CollectingSystem collectingSystem = GetComponent <CollectingSystem>();
        GenerateTerrain  generateTerrain  = eventHandler.GetComponent <GenerateTerrain>();

        //Set Variables
        camFollow.isGameStarted = false;
        //Save score and Collected Coins
        coinSystem.SaveCoins(collectingSystem.collectedCoins);
        switch (generateTerrain.gameMode)
        {
        case "DeathRun":
            gameUIControl.SaveDeathRunScore();
            break;

        case "TimeTrial":
            gameUIControl.SaveTimeTrialScore();
            break;
        }

        Destroy(this.gameObject);
    }
Ejemplo n.º 2
0
    /////////////////////////////////////////////////////////

    #region Unity's functions
    public override void OnInspectorGUI()
    {
        showRotate = GameObject.Find("Terrain");

        DrawDefaultInspector();

        GenerateTerrain myTarget = (GenerateTerrain)target;

        if (GUILayout.Button("Select Maze"))
        {
            myTarget.SetSelectMaze(true);
            showRotate = true;
        }

        //if (showRotate)
        //{
        //    if (GUILayout.Button("Rotate Terrain"))
        //    {
        //        GameObject terrain = GameObject.Find("Terrain");

        //        var rotation = terrain.transform.rotation.eulerAngles;

        //        rotation.z += rotation.z >= 270 ? 90 : -270;
        //    }
        //}


        if (GUILayout.Button("Reset"))
        {
            myTarget.Reset();
        }
    }
Ejemplo n.º 3
0
 // Use this for initialization
 void Start()
 {
     terrain      = GameObject.Find("Terrain").GetComponent <GenerateTerrain>();
     playerMarker = GameObject.Find("PlayerUI/HUD/Panel/PlayerMarker").GetComponent <RectTransform>();
     world        = GameObject.Find("PlayerUI/HUD/Panel/World").GetComponent <RectTransform>();
     spawnRocket  = GetComponent <SpawnRocketAI>();
 }
Ejemplo n.º 4
0
 void Start()
 {
     gt = go.GetComponent("GenerateTerrain") as GenerateTerrain;
     isGenerated = false;
     thisTrigger.GetComponent<Renderer>().enabled = true;
     tagName = thisTrigger.transform.gameObject.tag;
     //Debug.Log("Spawned a " + tagName);
 }
Ejemplo n.º 5
0
 // Use this for initialization
 IEnumerator Start()
 {
     generateTerrain = GetComponent <GenerateTerrain>();
     while (!generateTerrain.done)
     {
         yield return(null);
     }
     run = true;
 }
Ejemplo n.º 6
0
    // Use this for initialization
    void Start()
    {
        // Define the button's functionality when pressed.
        button.onClick.AddListener(GenerateTerrain);

        terrainScript = terrainObject.GetComponent <GenerateTerrain>();

        // Initialize the text properly.
        SetSeedText(terrainScript.seed);
    }
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();
        GenerateTerrain myScript = (GenerateTerrain)target;

        myScript.seaLevel = Float_CheckBoundary(myScript.seaLevel, seaLevelMin, seaLevelMax);

        if (GUILayout.Button("Generate"))
        {
            myScript.Generate();
        }

        if (GUILayout.Button("Destroy Object"))
        {
            myScript.DestroyObject();
        }
    }
Ejemplo n.º 8
0
    public override void OnInspectorGUI()
    {
        GenerateTerrain terrainGenerator = (GenerateTerrain)target;

        if (DrawDefaultInspector() && terrainGenerator.autoGenerate)
        {
            terrainGenerator.drawMap();
        }

        if (GUILayout.Button("Generate"))
        {
            terrainGenerator.drawMap();
        }

        if (GUILayout.Button("Clear Map"))
        {
            terrainGenerator.ClearMap();
        }
    }
Ejemplo n.º 9
0
    // object initialization
    public void init()
    {
        TerrainGenerator  = gameObject.GetComponent <GenerateTerrain> ();
        SceneryObject_Ref = SceneryObject_Prefab;

        slope_height = tile_size * slope_factor;
        chunk_size_x = side_tile_count * tile_size;
        chunk_size_y = side_tile_count * tile_size;
        origin       = gameObject.transform.position;


        MapLoader mloader = new MapLoader();

        mloader.openFile(texture_size_x, texture_size_y, heightmap_path);
        List <int[, ]> lmaps = mloader.getLevelMapList(level_count, level_zero_grayscale, side_tile_count, out terrain_chunks_x, out terrain_chunks_y);

        mloader = new MapLoader();
        mloader.openFile(texture_size_x, texture_size_y, tileTypeMap_path);
        List <TileType[, ]> ttmaps = mloader.getTileTypeMapList(side_tile_count);

        WorldLevelMaps    = setWorldLevelMaps(ref lmaps, terrain_chunks_x, terrain_chunks_y);
        WorldTileTypeMaps = setWorldTileTypeMaps(ref ttmaps, terrain_chunks_x, terrain_chunks_y);

        initSceneryObjPool();
        initPathObjPool();
        loaded_chunks = new TC_HashTable(terrain_chunks_x * terrain_chunks_y, terrain_chunks_x, terrain_chunks_x, terrain_chunks_y);

        last_cam_position = Vector3.zero;


        TerrainChunks = new TChunk[terrain_chunks_y, terrain_chunks_x];

        for (int i = 0; i < terrain_chunks_y; ++i)
        {
            for (int j = 0; j < terrain_chunks_x; ++j)
            {
                int index_x = j;
                int index_y = i;

                List <int[]> neighbor_level_maps = getNeighborLevelMaps(index_x, index_y, ref WorldLevelMaps);

                Vector3 chunk_origin = origin;
                chunk_origin.x += chunk_size_x * index_x;
                chunk_origin.z -= chunk_size_y * index_y;
                Vector3 chunk_center = new Vector3(chunk_origin.x + chunk_size_x * 0.5f, 0, chunk_origin.z - chunk_size_y * 0.5f);

                GameObject new_terrain_chunk = (GameObject)Instantiate(TerrainChunk_Prefab);
                new_terrain_chunk.transform.parent = transform;
                GenerateTerrainChunk generator = new_terrain_chunk.GetComponent <GenerateTerrainChunk> ();
                generator.generate(index_x, index_y, tile_size, slope_height, side_tile_count, chunk_origin, chunk_center, ref WorldLevelMaps, WorldTileTypeMaps, terrain_chunks_x, terrain_chunks_y, textures_x, textures_y, ref neighbor_level_maps, new_terrain_chunk.GetComponent <MeshFilter> ());

                GameObject new_ws_chunk = (GameObject)Instantiate(WaterSurfaceChunk_Prefab);
                new_ws_chunk.transform.parent   = new_terrain_chunk.transform;
                new_ws_chunk.transform.position = new_terrain_chunk.transform.position;
                generator.generateWaterSurface(new_ws_chunk);


                TChunk terrain_chunk = new TChunk(index_x, index_y, chunk_origin, chunk_center, ref new_terrain_chunk, ref new_ws_chunk, ref generator);
                TerrainChunks[index_y, index_x] = terrain_chunk;
            }
        }
    }
Ejemplo n.º 10
0
 //public System.Predicate<ChunkData> chunkPredicate = new System.Predicate<ChunkData>(checkChunk);
 // Use this for initialization
 void Start()
 {
     terrain = GameObject.Find ("TerrainGenerator").GetComponent<GenerateTerrain>();
 }
Ejemplo n.º 11
0
 // TerrainGenerator initialization
 void initTerrainGenerator()
 {
     terrainGenerator = terrainObject.GetComponent <GenerateTerrain> ();
     terrainGenerator.init();
 }
Ejemplo n.º 12
0
 void Start()
 {
     gt = go.GetComponent("GenerateTerrain") as GenerateTerrain;
 }
Ejemplo n.º 13
0
 //public System.Predicate<ChunkData> chunkPredicate = new System.Predicate<ChunkData>(checkChunk);
 // Use this for initialization
 void Start()
 {
     terrain = GameObject.Find ("TerrainGenerator").GetComponent<GenerateTerrain>();
     InventoryParent = GameObject.Find ("Grid");
     /*	Inventory.Add (new Item("Iron", 15, 120));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));
     Inventory.Add (new Item("Steel", 10, 140));*/
 }
Ejemplo n.º 14
0
 // Start is called before the first frame update
 private void Start()
 {
     generateTerrain = FindObjectOfType <GenerateTerrain>();
 }