private void Awake() { Instance = this; var mapWidth = 10; var mapHeight = 8; var origin = new Vector3(0, 0); _grid = new Grid <GridCombatSystem.GridObject>( mapWidth, mapHeight, cellSize, origin, (g, x, y) => new GridCombatSystem.GridObject(g, x, y) ); gridPathfinding = new GridPathfinding(origin + new Vector3(1, 1) * cellSize * .5f, new Vector3(mapWidth, mapHeight) * cellSize, cellSize); gridPathfinding.RaycastWalkable(); var gridTile = Resources.Load("Sprites/grid", typeof(GameObject)) as GameObject; gridTile.transform.localScale = new Vector3(14, 14, 10); gridPathfinding.PrintMap((vec, size, color) => Instantiate(gridTile, vec, Quaternion.identity)); _gridRespawnLeftContainer = GameObject.Find("GridRespawnLeftContainer").transform; _gridRespawnRightContainer = GameObject.Find("GridRespawnRightContainer").transform; }
private void Start() { //Sound_Manager.Init(); cameraFollow.Setup(GetCameraPosition, () => 70f, true, true); gridPathfinding = new GridPathfinding(new Vector3(-400, -400), new Vector3(400, 400), 5f); gridPathfinding.RaycastWalkable(); //OvermapHandler.SpawnFollower(); //OvermapHandler.SpawnEnemy(new Vector3(150, 0)); }
private void Start() { //Sound_Manager.Init(); gridPathfinding = new GridPathfinding(new Vector3(-400, -400), new Vector3(400, 400), 5f); gridPathfinding.RaycastWalkable(); OvermapHandler.GetInstance().Start(transform); cameraFollow.Setup(GetCameraPosition, () => 70f, true, true); }
private void Start() { //Sound_Manager.Init(); cameraFollow.Setup(GetCameraPosition, () => 80f);// 80f); //FunctionPeriodic.Create(SpawnEnemy, 1.5f); gridPathfinding = new GridPathfinding(new Vector3(-400, -400), new Vector3(400, 400), 5f); gridPathfinding.RaycastWalkable(); //EnemyHandler.Create(new Vector3(0, 0)); characterAimHandler.OnShoot += CharacterAimHandler_OnShoot; }
private void Awake() { Instance = this; int mapWidth = 60; int mapHeight = 60; float cellSize = 10f; Vector3 origin = new Vector3(0, 0); grid = new Grid <GridCombatSystem.GridObject>(mapWidth, mapHeight, cellSize, origin, (Grid <GridCombatSystem.GridObject> g, int x, int y) => new GridCombatSystem.GridObject(g, x, y)); gridPathfinding = new GridPathfinding(origin + new Vector3(1, 1) * cellSize * .5f, new Vector3(mapWidth, mapHeight) * cellSize, cellSize); gridPathfinding.RaycastWalkable(); movementTilemap = new MovementTilemap(mapWidth, mapHeight, cellSize, origin); }
private void Awake() { Instance = this; int mapWidth = 40; int mapHeight = 25; float cellSize = 10f; Vector3 origin = new Vector3(0, 0); grid = new Grid <GridCombatSystem.GridObject>(mapWidth, mapHeight, cellSize, origin, (Grid <GridCombatSystem.GridObject> g, int x, int y) => new GridCombatSystem.GridObject(g, x, y)); gridPathfinding = new GridPathfinding(origin + new Vector3(1, 1) * cellSize * .5f, new Vector3(mapWidth, mapHeight) * cellSize, cellSize); gridPathfinding.RaycastWalkable(); //gridPathfinding.PrintMap((Vector3 vec, Vector3 size, Color color) => World_Sprite.Create(vec, size, color)); movementTilemap = new MovementTilemap(mapWidth, mapHeight, cellSize, origin); }
private void Start() { //Sound_Manager.Init(); cameraFollow.Setup(GetCameraPosition, () => 60f, true, true); //FunctionPeriodic.Create(SpawnEnemy, 1.5f); //for (int i = 0; i < 1000; i++) SpawnEnemy(); gridPathfinding = new GridPathfinding(new Vector3(-400, -400), new Vector3(400, 400), 5f); gridPathfinding.RaycastWalkable(); EnemyHandler.Create(new Vector3(20, 0)); if (characterAimHandler != null) { characterAimHandler.OnShoot += CharacterAimHandler_OnShoot; } }
private void Start() { // TODO nice to have - scriptable objects for sizes _nodeSize = 17; var mapWidth = 10; var mapHeight = 8; _worldOrigin = new Vector3(0, 0); gridPathfinding = new GridPathfinding( _worldOrigin + new Vector3(1, 1) * _nodeSize * .5f, new Vector3(mapWidth, mapHeight) * _nodeSize, _nodeSize ); gridPathfinding.RaycastWalkable(); gridPathfinding.PrintMap((vec, size, color) => Instantiate(walkablePrefab, vec, Quaternion.identity)); foreach (var objectOnMap in objectsOnMap) { if (objectOnMap == null) { return; } var origin = new Vector3(0, 0); var cellSize = 17; var cellCenter = cellSize / 2; // Objects has to be in objectOnMap list in order to snap to grid var objectOnMapTransformPosition = objectOnMap.transform.position; // _objectOnGridPosition.x = Mathf.Floor(objectOnMapTransformPosition.x / _nodeSize) * _nodeSize; // _objectOnGridPosition.y = Mathf.Floor(objectOnMapTransformPosition.y / _nodeSize) * _nodeSize; // _objectOnGridPosition.z = 0; objectOnMap.transform.position = new Vector3(cellCenter + gameObject.transform.position.x * cellSize, cellCenter + gameObject.transform.position.y * cellSize) + new Vector3(1, 1) * 0.5f; } if (testObjectForGridSnapTests == null) { Debug.Log("No test object is provided"); _debugMode = false; } ; }
private void Start() { Sound_Manager.Init(); cameraFollow.Setup(GetCameraPosition, () => 60f, true, true); Vector3 pathfindingLowerLeft = transform.Find("PathfindingLowerLeft").position; Vector3 pathfindingUpperRight = transform.Find("PathfindingUpperRight").position; gridPathfinding = new GridPathfinding(pathfindingLowerLeft, pathfindingUpperRight, 5f); gridPathfinding.RaycastWalkable(1 << GameAssets.i.wallLayer); //gridPathfinding.PrintMap(pfPathfindingWalkable, pfPathfindingUnWalkable); //Enemy enemy = Enemy.Create(player.GetPosition() + new Vector3(+60, 0)); //enemy.EnemyMain.EnemyTargeting.SetGetTarget(() => player); uiWeapon.SetWeapon(player.GetWeapon()); player.OnWeaponChanged += Player_OnWeaponChanged; FunctionTimer.Create(() => doorAnims.OpenDoor(), 3f); }