Ejemplo n.º 1
0
 void Start()
 {
     global_settings    = global_manager.GetComponent <GlobalSettings>();
     terrain_define     = global_settings.terrain_define;
     terrain_nodes_list = terrain_define.terrain_nodes_list;
     //TerrainCreator terrain_creator = GameObject.Find ("terrain").GetComponent<TerrainCreator>();
     //terrain_nodes_list = terrain_creator.terrain_nodes_list;
     terrain_size = terrain_define.terrain_size;
 }
Ejemplo n.º 2
0
    public void Awake()
    {
        node_shader    = "TheGrid/NodeShaderDesktop";
        terrain_define = terrain.GetComponent <TerrainDefine>();
        pathfinder     = terrain.GetComponent <Pathfinder>();
        //beacon_max_distance = 1.0f;

        /*
         * if (apple_ios || google_android) {
         *      node_shader = "TheGrid/NodeShaderMobil";
         * } else if (windows_pc || apple_mac) {
         *      node_shader = "TheGrid/NodeShaderDesktop";
         * }
         */
    }
Ejemplo n.º 3
0
    public void Awake()
    {
        network_id         = 0; // will be set by PlayerNetworkSetup
        global_settings    = global_manager.GetComponent <GlobalSettings>();
        terrain_define     = global_settings.terrain_define;
        terrain_nodes_list = terrain_define.terrain_nodes_list;
        pathfinder         = global_settings.pathfinder;
        cam_editor         = cam.GetComponent <CameraPerspectiveEditor>();
        //cam_controler = cam.transform.parent.transform;

        /*
         * if (apple_ios || google_android) {
         *      node_shader = "TheGrid/NodeShaderMobil";
         * } else if (windows_pc || apple_mac) {
         *      node_shader = "TheGrid/NodeShaderDesktop";
         * }
         */
    }
Ejemplo n.º 4
0
    // Use this for initialization
    void Start()
    {
        // global_settings contains information about the scene
        global_settings = global_manager.GetComponent <GlobalSettings>();
        terrain_define  = global_settings.terrain_define;

        // player_info contains information about the player
        player_info  = player_manager.GetComponent <PlayerInfo>();
        player_input = player_manager.GetComponent <PlayerInput>();

        // player
        player = player_info.player;

        // terrain
        terrain_nodes_list = terrain_define.terrain_nodes_list;
        pathfinder         = global_settings.pathfinder;
        //Debug.Log(terrain_nodes_list);
        path_to_follow = new TerrainNode[1] {
            terrain_nodes_list.FindClosestTerrainNodeToPoint(new Vector3(0.0f, 0.0f, 0.0f))
        };
    }