private Transform boardHolder; // Holds up all the tile objects // Use this for initialization public override void Start () { ruleMan = new RuleManager(); //tileMan = new TilesetManager(); //selectedTileset = tileMan.getTileset(tilesetToGenerate); selectedRule = ruleMan.getRule(rulesetToGenerate); // Default upon startup unless... selectedRule.setRowCol (rows, columns); boardSetup (); spawnPoints (); }
private Transform boardHolder; // Holds up all the tile objects public void Start() { ruleMan = new RuleManager(); //tileMan = new TilesetManager(); //selectedTileset = tileMan.getTileset(tilesetToGenerate); selectedRule = ruleMan.getRule(rulesetToGenerate); // Default upon startup unless... selectedRule.setRowCol (rows, columns); boardSetup (); bossEnemySetup(); pickWarpLocation(); // And we may as well do a player one too. What the hey. //dummyPlayerSetup(); }
private Transform boardHolder; // Holds up all the tile objects public virtual void Start() { ruleMan = new RuleManager(); //tileMan = new TilesetManager(); //selectedTileset = tileMan.getTileset(tilesetToGenerate); selectedRule = ruleMan.getRule(rulesetToGenerate); // Default upon startup unless... selectedRule.setRowCol (rows, columns); boardSetup (); // For our dummy case, we can set up some enemy characters // So wiggles and jiggles I guess dummyEnemySetup(); Coord playerLocation = MapValidationFunctions.warpPlayer (selectedRule.map); pickWarpLocation(playerLocation); // And we may as well do a player one too. What the hey. //dummyPlayerSetup(); }
public void LoadShop(Shop selectedShop) { SelectedShopRuleset = BaseRuleset.GetRuleset(selectedShop); DatabaseAccess.LoadDatabase(SelectedShopRuleset.Shop); ShopLoaded = true; }