// Use this for initialization void Start() { GameObject tile_holder = new GameObject(); tile_holder.name = "Tiles"; for (int x = 0; x < CreateGridWidth; x++) { for (int y = 0; y < CreateGridHeight; y++) { GameObject tile_go = new GameObject(); tile_go.transform.SetParent(tile_holder.transform); tile_go.name = "Tile_" + x + "_" + y; tile_go.transform.position = new Vector2(x, y); SpriteRenderer sr = tile_go.AddComponent <SpriteRenderer>(); sr.color = Color.gray; sr.sortingLayerName = "Floor"; TileDisplay td = tile_go.AddComponent <TileDisplay>(); //TODO Replace this with a sprite manager of some sort. td.floor_sprite = floor_sprite; td.wall_sprite = wall_sprite; td.OffsetFromOrigin = new Vector2(x, y); } } CharacterData cd = new CharacterData(new Vector2(0, 16)); GameObject tile_holder = new GameObject(); tile_holder.name = "Tiles"; MapLoaderImage mli = tile_holder.AddComponent <MapLoaderImage>(); mli.floor_sprite = floor_sprite; mli.wall_sprite = wall_sprite; mli.mapImage = mapImage; CharacterData cd = new CharacterData(new Vector2(15, 16)); GameObject player_go = new GameObject(); player_go.name = "Player"; //player_go.transform.position = new Vector2 (0, 0); //player_go.AddComponent<PCMovement> (); AI_Player pc = player_go.AddComponent <AI_Player>(); pc.Character = cd; GameData.SetActiveCharacter(cd); // TODO This isn't the way to do this... SpriteRenderer player_sr = player_go.AddComponent <SpriteRenderer>(); player_sr.color = Color.white; player_sr.sprite = player_sprite; player_sr.sortingLayerName = "Units"; UpdateCharacterSpriteLocation scr = player_go.AddComponent <UpdateCharacterSpriteLocation>(); scr.cd = cd; LightSource l = player_go.AddComponent <LightSource>(); l.UpdateIntensity(16.0f); GameData.MapCharacterToObject(cd, player_go); /* CharacterData nuper_data = new CharacterData(new Vector2(5, 5)); * * GameObject nuper_go = new GameObject(); * nuper_go.name = "Test Nuper"; * //nuper_go.transform.position = new Vector2 (5, 5); * AI_Critter ai = nuper_go.AddComponent<AI_Critter>(); * ai.Character = nuper_data; * SpriteRenderer nuper_sr = nuper_go.AddComponent<SpriteRenderer>(); * nuper_sr.color = Color.magenta; * nuper_sr.sprite = nuper_sprite; * UpdateCharacterSpriteLocation nscr = nuper_go.AddComponent<UpdateCharacterSpriteLocation>(); * nscr.cd = nuper_data; * * GameData.MapCharacterToObject(nuper_data, nuper_go); */ MapLoaderImage mli = tile_holder.AddComponent <MapLoaderImage>(); mli.floor_sprite = floor_sprite; mli.wall_sprite = wall_sprite; mli.mapImage = mapImage; }
// Use this for initialization void Start() { /* LightSource temp = new LightSource(); * temp.location = new Vector2(0, 0); * temp.lightIntensity = 1; * GameData.AddLightSource(temp);*/ CharacterData cd = new CharacterData(new Vector2(0, 0)); GameObject player_go = new GameObject(); player_go.name = "Player"; //player_go.transform.position = new Vector2 (0, 0); //player_go.AddComponent<PCMovement> (); AI_Player pc = player_go.AddComponent <AI_Player>(); pc.Character = cd; SpriteRenderer player_sr = player_go.AddComponent <SpriteRenderer>(); player_sr.color = Color.white; player_sr.sprite = player_sprite; UpdateCharacterSpriteLocation scr = player_go.AddComponent <UpdateCharacterSpriteLocation>(); scr.cd = cd; GameData.MapCharacterToObject(cd, player_go); GameData.SetActiveCharacter(cd); // TODO This isn't the way to do this... /* CharacterData nuper_data = new CharacterData(new Vector2(5, 5)); * * GameObject nuper_go = new GameObject(); * nuper_go.name = "Test Nuper"; * //nuper_go.transform.position = new Vector2 (5, 5); * AI_Critter ai = nuper_go.AddComponent<AI_Critter>(); * ai.Character = nuper_data; * SpriteRenderer nuper_sr = nuper_go.AddComponent<SpriteRenderer>(); * nuper_sr.color = Color.magenta; * nuper_sr.sprite = nuper_sprite; * UpdateCharacterSpriteLocation nscr = nuper_go.AddComponent<UpdateCharacterSpriteLocation>(); * nscr.cd = nuper_data; * * GameData.MapCharacterToObject(nuper_data, nuper_go); */ GameObject tile_holder = new GameObject(); tile_holder.name = "Tiles"; for (int x = 0; x < 20; x++) { for (int y = 0; y < 20; y++) { GameObject tile_go = new GameObject(); tile_go.name = "Tile_" + x + "_" + y; tile_go.transform.position = new Vector2(x, y); tile_go.transform.SetParent(tile_holder.transform); SpriteRenderer sr = tile_go.AddComponent <SpriteRenderer>(); sr.color = Color.gray; TileData td = new TileData(tile_go); //if (x == 3 || x == -3 || y == -3 || y == 3) { //if (Random.Range(0, 10) == 0) if ((x == 3 || x == 5) && (y == 3 || y == 5)) { sr.sprite = wall_sprite; td.movementSpeedMultiplier = 0.0f; //tile_go.AddComponent<Rigidbody2D> (); tile_go.AddComponent <BoxCollider2D>(); } else { sr.sprite = floor_sprite; } LightedLocation ll = tile_go.AddComponent <LightedLocation>(); ll.originalColor = Color.gray; GameData.SetTile(x, y, td); } } }