Example #1
0
    /// <summary>
    /// Method to spawn an animal into the world
    /// </summary>
    void SpawnAnimal()
    {
        // generate random ints
        xSpawn = Random.Range(0, forestGen.sizeX);
        ySpawn = Random.Range(0, forestGen.sizeX);

        // create the spawn position
        spawnPos = new IntVector2((int)xSpawn, (int)ySpawn);

        // get the cell in which the animal should spawn
        spawnCell = forestGen.GetCell(spawnPos);

        // check to make sure the position is unique
        for (int i = 0; i < animalSpawns.Count; i++)
        {
            if (spawnPos == animalSpawns[i])
            {
                samePos = true;
            }
        }

        // add it to the list of spawnPositions
        animalSpawns.Add(spawnPos);

        if (samePos == false)
        {
            // check to make sure the tile isn't already on fire
            if (spawnCell.OnFire == false)
            {
                // get the world position of the forest cell
                Vector3 tempSpawn = new Vector3(spawnCell.transform.position.x, spawnCell.transform.position.y + 0.2f, spawnCell.transform.position.z);

                // instantiate the object in the world on the cell
                GameObject tempObj = Instantiate(animal, tempSpawn, Quaternion.identity);

                // increment the animal spawn counter
                animalCount++;
            }
        }
    }
Example #2
0
    /// <summary>
    /// Retrieves all the neighbors of this cell and adds them to the neighbors list
    /// </summary>
    private void GetNeighbors()
    {
        //The coordinates of this cell
        IntVector2 position = gameObject.GetComponent <ForestCell>().coordinates;
        //The forest this cell is in
        ForestGenerator forest = gameObject.GetComponentInParent <ForestGenerator>();

        //Check every direction
        for (int i = 0; i < 4; i++)
        {
            //Calculate the coordinates of each direction
            IntVector2 cellToGet = position + ForestDirections.ToIntVector2((Direction)i);

            //If the coordinates calculated are part of the forest, retrieve that cell and add it to the list
            if (forest.ContainsCoordinates(cellToGet))
            {
                ForestCell temp = forest.GetCell(cellToGet);
                neighbors.Add(temp);
            }
        }

        neighborsRetrieved = true;
    }