// Use this for initialization void Start() { grid = FindObjectOfType <GridContructor> (); actionPoints = 0; ShowStench(); grid.graph [unitPositionX, unitPositionY].occupied = true; }
//private SceneController sceneController; // Use this for initialization void Start() { //sceneController = FindObjectOfType<SceneController> (); gridContructor = FindObjectOfType <GridContructor> (); player = FindObjectOfType <Player> (); thisTile = GetComponent <Tile> (); }
void Start() { grid = FindObjectOfType <GridContructor> (); mazeExit = FindObjectOfType <MazeExit> (); turnController = FindObjectOfType <TurnController> (); player = FindObjectsOfType <Player> (); minotaurLife = player.Length; }
public void RunMazeGame() { Time.timeScale = 0; GridContructor constructor = FindObjectOfType <GridContructor>(); constructor.pixelMap = pixelMap; constructor.LoadMap(); planCanvas.GetComponent <Canvas>().enabled = true; GetComponentInParent <Canvas>().enabled = false; }
// Use this for initialization void Start() { thisUnit = GetComponent <Unit>(); thisPlayer = GetComponent <Player>(); grid = FindObjectOfType <GridContructor>(); kdb = new MinotaurMaze.State(grid.initialState); planSteps = new Queue <string>(); kdb.Add("visited", thisUnit.unitPositionText); if (thisPlayer.haveBomb) { grid.problemObjects += "\n\t\t" + "bomb - bomb" + "\n\t\t"; kdb.Add("haveObject", "bomb"); } problemGoal = "(and (atTile " + gameObject.name + " exit))"; //StartPlanner(); }
void Start() { grid = FindObjectOfType <GridContructor> (); cam = FindObjectOfType <CameraController> (); }
void Start() { grid = GetComponent <GridContructor> (); turnController = GetComponent <TurnController> (); }