Ejemplo n.º 1
0
    public void Start()
    {
        Mission mission = new Mission(CursorPrefab);

        Debug.Log("this one");
        mission.AddTeam(TeamPrefabs[0], CountA, new Vector3(200, 0, 200));
        mission.AddTeam(TeamPrefabs[1], CountB, new Vector3(-200, 0, -200));

        mission.BuildMission();
    }
Ejemplo n.º 2
0
    public void Start()
    {
        if (positions == null) {
          positions = new Vector2[StarCount];

          float minX = Mathf.Min(TopLeft.x, TopRight.x, BottomLeft.x, BottomRight.x);
          float maxX = Mathf.Max(TopLeft.x, TopRight.x, BottomLeft.x, BottomRight.x);
          float minZ = Mathf.Min(TopLeft.y, TopRight.y, BottomLeft.y, BottomRight.y);
          float maxZ = Mathf.Max(TopLeft.y, TopRight.y, BottomLeft.y, BottomRight.y);

          for (int i = 0; i < StarCount; i++) {
        // Randomly generate coordinates.
        float x = 0, y = 0;

        CheckBounds:

        x = minX + Random.value * (maxX - minX);
        y = minZ + Random.value * (maxZ - minZ);

        // Check top bounds.
        float m = (TopRight.x - TopLeft.x) / (TopRight.y - TopLeft.y);
        float b = TopLeft.x + (y - TopLeft.y) * m;
        if (x > b) {
          goto CheckBounds;
        }

        // Check bottom bounds.
        m = (BottomRight.x - BottomLeft.x) / (BottomRight.y - BottomLeft.y);
        b = BottomLeft.x + (y - BottomLeft.y) * m;
        if (x < b) {
          goto CheckBounds;
        }

        // Check left bounds.
        m = (TopLeft.x - BottomLeft.x) / (TopLeft.y - BottomLeft.y);
        b = (x - BottomLeft.x) / m + BottomLeft.y;
        if (y > b) {
          goto CheckBounds;
        }

        // Check right bounds.
        m = (TopRight.x - BottomRight.x) / (TopRight.y - BottomRight.y);
        b = (x - BottomRight.x) / m + BottomRight.y;
        if (y < b) {
          goto CheckBounds;
        }

        // Check bounds with other stars.
        Vector2 test = new Vector2(x, y);
        for (int j = 0; j < i; j++) {
          Vector2 position = positions[j];
          if (Vector2.Distance(test, position) < 50) {
            goto CheckBounds;
          }
        }

        positions[i] = new Vector2(x, y);
          }
        }

        int which = Random.Range(1, positions.Length - 1);
        for (int i = 0; i < positions.Length; i++) {
          Vector3 pos = new Vector3(positions[i].x, 0.01f, positions[i].y);
          Quaternion rot = new Quaternion(0, 0, 0, 0);
          GameObject star = Instantiate(StarPrefab, pos, rot) as GameObject;

          Star script = star.GetComponent<Star>();
          GameObject marker = Instantiate(script.Marker, pos, rot) as GameObject;
          marker.transform.parent = star.transform;

          if (i == which) {
        Mission mission = new Mission(CursorPrefab);
        foreach (GameObject prefab in CombatTeamPrefabs) {
          mission.AddTeam(prefab, Random.Range(15, 20), new Vector3(Random.Range(-100, 100), 0, Random.Range(-100, 100)));
        }

        marker.GetComponent<StarMarker>().Mission = mission;
          }

          script.Marker = marker;
        }

        Instantiate(PlayerPrefab);
    }
Ejemplo n.º 3
0
    public void Start()
    {
        if (positions == null)
        {
            positions = new Vector2[StarCount];

            float minX = Mathf.Min(TopLeft.x, TopRight.x, BottomLeft.x, BottomRight.x);
            float maxX = Mathf.Max(TopLeft.x, TopRight.x, BottomLeft.x, BottomRight.x);
            float minZ = Mathf.Min(TopLeft.y, TopRight.y, BottomLeft.y, BottomRight.y);
            float maxZ = Mathf.Max(TopLeft.y, TopRight.y, BottomLeft.y, BottomRight.y);


            for (int i = 0; i < StarCount; i++)
            {
                // Randomly generate coordinates.
                float x = 0, y = 0;

CheckBounds:

                x = minX + Random.value * (maxX - minX);
                y = minZ + Random.value * (maxZ - minZ);

                // Check top bounds.
                float m = (TopRight.x - TopLeft.x) / (TopRight.y - TopLeft.y);
                float b = TopLeft.x + (y - TopLeft.y) * m;
                if (x > b)
                {
                    goto CheckBounds;
                }

                // Check bottom bounds.
                m = (BottomRight.x - BottomLeft.x) / (BottomRight.y - BottomLeft.y);
                b = BottomLeft.x + (y - BottomLeft.y) * m;
                if (x < b)
                {
                    goto CheckBounds;
                }

                // Check left bounds.
                m = (TopLeft.x - BottomLeft.x) / (TopLeft.y - BottomLeft.y);
                b = (x - BottomLeft.x) / m + BottomLeft.y;
                if (y > b)
                {
                    goto CheckBounds;
                }

                // Check right bounds.
                m = (TopRight.x - BottomRight.x) / (TopRight.y - BottomRight.y);
                b = (x - BottomRight.x) / m + BottomRight.y;
                if (y < b)
                {
                    goto CheckBounds;
                }

                // Check bounds with other stars.
                Vector2 test = new Vector2(x, y);
                for (int j = 0; j < i; j++)
                {
                    Vector2 position = positions[j];
                    if (Vector2.Distance(test, position) < 50)
                    {
                        goto CheckBounds;
                    }
                }

                positions[i] = new Vector2(x, y);
            }
        }

        int which = Random.Range(1, positions.Length - 1);

        for (int i = 0; i < positions.Length; i++)
        {
            Vector3    pos  = new Vector3(positions[i].x, 0.01f, positions[i].y);
            Quaternion rot  = new Quaternion(0, 0, 0, 0);
            GameObject star = Instantiate(StarPrefab, pos, rot) as GameObject;

            Star       script = star.GetComponent <Star>();
            GameObject marker = Instantiate(script.Marker, pos, rot) as GameObject;
            marker.transform.parent = star.transform;

            if (i == which)
            {
                Mission mission = new Mission(CursorPrefab);
                foreach (GameObject prefab in CombatTeamPrefabs)
                {
                    mission.AddTeam(prefab, Random.Range(15, 20), new Vector3(Random.Range(-100, 100), 0, Random.Range(-100, 100)));
                }

                marker.GetComponent <StarMarker>().Mission = mission;
            }

            script.Marker = marker;
        }

        Instantiate(PlayerPrefab);
    }