public void Start() { // Create gameobject so we can have access to a tranform thats position is "Vector3.zero". GameObject mat = new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); questController = new QuestController(); cameraController = new CameraController(); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSettingAsBool("DialogBoxSettings_developerModeToggle", false)); // Initialising controllers. GameObject controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), controllers.transform); GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; }
void Start() { //create gameobject so we can have access to a tranform thats position is Vector3.zero GameObject goMat = new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); questController = new QuestController(); cameraController = new CameraController(); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); GameObject Canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject; go.name = "ContextMenu"; }
void Start() { GameObject go; tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); GameObject Canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject; go.name = "ContextMenu"; }
// Use this for initialization void Start() { mouseController = GameObject.FindObjectOfType <MouseController> (); spriteController = GameObject.FindObjectOfType <TileSpriteController> (); selectionTexture = new Texture2D(1, 1); selectionTexture.SetPixel(0, 0, Color.white); selectionTexture.Apply(); }
// Start is called before the first frame update void Start() { JobGameObjectMap = new Dictionary <Job, GameObject>(); BuildingPrototypes = new Dictionary <string, Building>(); buildingGameObjectMap = new Dictionary <Building, GameObject>(); tsc = GameObject.FindObjectOfType <TileSpriteController>(); CreateBuildingPrototypes(); WorldController.Instance.world.jobQueue.RegisterJobCreatedCallBack(OnJobCreated); // No such thing as a job queue yet! }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); // This is just to make sure it isn't null (the static thing shouldn't destroy this copy but in some edge cases it might decide to). if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
public void SetStackToDisplay(ItemStack stack) { Debug.Log("Stack to display:" + stack); if (stackToDisplay != null) { stackToDisplay.StackCountUpdated -= StackCountUpdated; } stackToDisplay = stack; Sprite s = TileSpriteController.GetSprite("Item_" + stack.GetStackType()); displayImage.sprite = s; StackCountUpdated(stack); stack.StackCountUpdated += StackCountUpdated; }
void Start() { tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; }
void Start() { Width = TotalWidth; Height = TotalHeight; SpriteController = FindObjectOfType <TileSpriteController>(); _perlinGenerator = GetComponent <Perlin>(); _chunks = new Chunk[3, 3]; Chunk.TileGameObjects = TileGameObjects; Chunk.Tiles = Tiles; _player = GameObject.FindGameObjectWithTag("Player"); InitChunks(9, 9); // todo: delete offset if (!QuickLaunch) { //int offX = Random.Range(0, 1500); int offY = Random.Range(0, 1500); GenerateChunks(5, 5); // rand tähän } else { if (_chunks[1, 1].SaveExists()) { GenerateChunks(5, 5); PreLoad(); print("preload"); } else { GenerateChunks(5, 5); PreSave(); print("saved"); } } lastTint = tint; // SpriteController.gameObject.SetActive(false); TileAnime.InitAnime(deep, normal); }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardManager = KeyboardManager.Instance; questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); timeManager = new TimeManager(); autosaveManager = new AutosaveManager(); keyboardManager.RegisterInputAction("Pause", KeyboardMappedInputType.KeyUp, () => { IsPaused = !IsPaused; }); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false)); // Initialising controllers. GameObject controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), controllers.transform); GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; // Settings UI is a 'dialog box' (kinda), so it comes here. // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after) GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu")); if (settingsMenu != null) { settingsMenu.name = "Settings Menu"; settingsMenu.transform.SetParent(canvas.transform, false); settingsMenu.SetActive(true); } // This will place it after context menu (and the inventory menu) and settings menu dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); dialogBoxManager.transform.SetAsLastSibling(); GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". GameObject go; TileSpriteController = new TileSpriteController(World); CharacterSpriteController = new CharacterSpriteController(World); FurnitureSpriteController = new FurnitureSpriteController(World); UtilitySpriteController = new UtilitySpriteController(World); JobSpriteController = new JobSpriteController(World, FurnitureSpriteController, UtilitySpriteController); InventorySpriteController = new InventorySpriteController(World, inventoryUI); ShipSpriteController = new ShipSpriteController(World); BuildModeController = new BuildModeController(); SpawnInventoryController = new SpawnInventoryController(); MouseController = new MouseController(); QuestController = new QuestController(); CameraController = new CameraController(); TradeController = new TradeController(); AutosaveManager = new AutosaveManager(); MouseController.RegisterModeHandler(MouseMode.BUILD, BuildModeController); MouseController.RegisterModeHandler(MouseMode.INVENTORY, SpawnInventoryController); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. SpawnInventoryController.SetUIVisibility(SettingsKeyHolder.DeveloperMode); CameraController.Initialize(); // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameObject timeScale = Instantiate(Resources.Load("UI/TimeScale"), GameObject.Find("TopRight").transform, false) as GameObject; timeScale.name = "TimeScale"; GameObject dateTimeDisplay = Instantiate(Resources.Load("UI/DateTimeDisplay"), canvas.transform, false) as GameObject; dateTimeDisplay.name = "DateTimeDisplay"; GameController.Instance.IsModal = false; // Settings UI is a 'dialog box' (kinda), so it comes here. // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after) GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu")); if (settingsMenu != null) { settingsMenu.name = "Settings Menu"; settingsMenu.transform.SetParent(canvas.transform, false); settingsMenu.SetActive(true); } // This will place it after context menu (and the inventory menu) and settings menu DialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); DialogBoxManager.transform.SetAsLastSibling(); GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
void OnTriggerEnter2D(Collider2D other) { print(other.tag); if (other.tag == "Player" && !_intoTheCaves) { ChunkMover mover = other.gameObject.GetComponent <ChunkMover>(); StartCoroutine(HackitHeiluu()); print("LUOLIIIN.." + mover.UnderGround); if (mover.UnderGround) { // maan päälle fireplace.SetActive(false); _tilemap.EnableTileMap(); MobsControl.instance.DeleteAllCurrentMobs(); mover.UnderGround = false; MapGenerator.Instance.DestroyCave(); GameObject player = GameObject.FindGameObjectWithTag("Player"); player.GetComponent <UpdatePathFind>().tilemap = GameObject.FindGameObjectWithTag("Tilemap").GetComponent <TileMap>(); player.GetComponent <UpdatePathFind>().path.map = GameObject.FindGameObjectWithTag("Tilemap").GetComponent <TileMap>(); int[] m = player.GetComponent <UpdatePathFind>().path.calculateIndex(player.transform.position); player.GetComponent <UpdatePathFind>().path.uptadeTiles(m[0], m[1], GameObject.FindGameObjectWithTag("Tilemap").GetComponent <TileMap>()); ParticleSpawner.instance.destroybloods(); MobsControl.instance.cave = false; player.GetComponent <FishSpawner>().enabled = true; } else { // maan Alle _tilemap.DisableTileMap(); MobsControl.instance.DeleteAllCurrentMobs(); Activate(); mover.UnderGround = true; MapGenerator dungeon = MapGenerator.Instance; var go = GameObject.FindWithTag("SpriteController"); TileSpriteController tileSpriteController = go.GetComponent <TileSpriteController>(); tileSpriteController.ResetAllTiles(); tileSpriteController.SetTileSprites(dungeon.Width - 1, dungeon.Height - 1, dungeon, 1, 1); GameObject player = GameObject.FindGameObjectWithTag("Player"); player.GetComponent <UpdatePathFind>().tilemap = dungeon; int[] m = player.GetComponent <UpdatePathFind>().path.calculateIndex(player.transform.position); player.GetComponent <UpdatePathFind>().path.uptadeTiles(m[0], m[1], dungeon); MobsControl.instance._door = this.gameObject; MobsControl.instance.cave = true; //player.GetComponent<UpdatePathFind>().path.uptadeTiles(player.transform.position,dungeon); if (!spawnedMobs) { spawnCaveMobs(); spawnedMobs = true; } else { spawnCreadedMobs(); } ParticleSpawner.instance.destroybloods(); player.GetComponent <FishSpawner>().enabled = false; } } }
// Start is called before the first frame update void Start() { Instance = this; }