// Use this for initialization protected void Start() { //Here be dragons um = GameObject.FindObjectOfType <UnitManager>(); em = GameObject.FindObjectOfType <EnemyManager>(); LADDERINDEX = TileSpecList.getTileSpecInt("Ladder"); currentMovement = new Vector2(0, 0); map = GameObject.FindObjectOfType <Map>(); currentState = movementState.IDLE; //Start the pathing coroutine StartCoroutine(getPath()); StartCoroutine(computeState()); cc = GetComponent <CharacterController>(); position = new Vector2(Mathf.RoundToInt(this.transform.position.x), Mathf.RoundToInt(this.transform.position.y)); selected = false; this.transform.localScale = new Vector3(size, size, size); this.right = Random.value > .5f; }
public void grab() { int i = TileSpecList.getTileSpecInt("Ladder"); if (onLadder()) { climbing = true; } }
public void populateCluster(TileCluster t) { for (int x = t.x; x < t.x + t.width; x++) { for (int y = t.y; y < t.y + t.height; y++) { if (Random.value < t.likeliness) { byte layerID = (byte)(t.background?(BACKGROUND_ID):FOREGROUND_ID); setByte(new IVector2(x, y), layerID, ((byte)TileSpecList.getTileSpecInt(t.tileType))); updateTileSpec(new IVector2(x, y)); } } } }
public void draw() { Map m = GameObject.FindObjectOfType <Map>(); IVector2 pos = new IVector2(this.transform.position.x, this.transform.position.y); TileCluster t = towerCluster.copy(); for (int x = t.x; x < t.x + t.width; x++) { for (int y = t.y; y < t.y + t.height + 2; y++) { if (Random.value < t.likeliness) { m.setTile(new IVector2(pos.x + x, pos.y + y), (byte)0, (byte)TileSpecList.getTileSpecInt(towerCluster.tileType)); } } } }