Example #1
0
        public ObjectTemplate Clone()
        {
            return(new ObjectTemplate(
                       Objects.Select(original =>
            {
                var clone = new ScriptObject()
                {
                    X = original.X,
                    Y = original.Y,
                    Z = original.Z,
                    Rotation = original.Rotation,
                    RoadOptions = original.RoadOptions,
                    Type = original.Type
                };

                foreach (var property in original.Properties)
                {
                    clone.Properties.Add(property.Key, new Property()
                    {
                        Name = property.Value.Name,
                        Type = property.Value.Type,
                        Value = property.Value.Value
                    });
                }

                return clone;
            }).ToArray(),
                       BlockedTiles.Select(t => new Point(t.X, t.Y)).ToArray())
            {
                Tiles = Tiles, Map = Map
            });
        }
Example #2
0
        private void CalculatePositions()
        {
            if (Objects.Any())
            {
                Point origin = CalculateOrigin();

                foreach (var obj in Objects)
                {
                    obj.X -= origin.X;
                    obj.Y -= origin.Y;
                }
            }

            BlockedTiles = BlockedTiles.Select(t => t - origin).ToArray();
        }
    public void StartMe()
    {
        BlockedTiles bt; // Blocked tiles
        GameObject[] blockers; // Tile blockers
        GameObject[] doors; // List of doors
        List<GameObject> allBlockedTiles; // List of all blocked tiles
        Tile t; // Generated tile

        SetPublicVariables();
        debugging = false;
        camController = GetComponentInChildren<CameraController>();
        playerScript = gameObject.GetComponent<Player>();

        /*
         * IMPORTANT: if you make a tag type that you want to add to blockedTiles, use AddRange()
         * like I have here.
         */
        blockers = GameObject.FindGameObjectsWithTag("Blocker");
        doors = GameObject.FindGameObjectsWithTag("Door");
        allBlockedTiles = new List<GameObject>();
        allBlockedTiles.AddRange(blockers);
        allBlockedTiles.AddRange(doors);

        allBlockedTiles.ForEach(delegate(GameObject blocker) {
            bt = blocker.GetComponent<BlockedTiles>();

            /* Not all blockers will have a BlockedTiles script (e.g. doors) */
            if (bt == null)
                bt = new BlockedTiles();

            for (int i = -bt.Down; i <= bt.Up; i++) {
                t = new Tile(
                    Tile.TilePosition(blocker.transform.position.x),
                    Tile.TilePosition(blocker.transform.position.z) + i
                );
                blockedTiles.Add(t);
            }
            for (int i = -bt.Left; i <= bt.Right; i++) {
                t = new Tile(
                    Tile.TilePosition(blocker.transform.position.x) + i,
                    Tile.TilePosition(blocker.transform.position.z)
                );
                blockedTiles.Add(t);
            }
        });

        GameObject o;
        Vector3 v ;
        /* Checks if blockedTiles is correct */
        if (debugging) {
            foreach (Tile tile in blockedTiles) {
                Debug.Log(tile.X + " " + tile.Z);
                o = GameObject.CreatePrimitive(PrimitiveType.Cube);
                v = Tile.TileMiddle(tile);
                o.transform.position = v;
            }
        }
    }