public void onLevelSelected(HUD invokder, LevelDescription data)
        {
            selectedLevel = data;
            SquareSpriteRenderer ssr = new SquareSpriteRenderer(Game.Content.Load <Texture2D>(@"Terrain\" + data.TerrainName), Color.Blue);

            ssr.size = new Vector2(1, 0);
            if (mapPreview.childRenderers.Count == 0)
            {
                mapPreview.AddChildRenderer(ssr);
            }
            else
            {
                mapPreview.childRenderers[0] = ssr;
                ssr.parentRenderer           = mapPreview;
            }
        }
Example #2
0
        public override IEnumerator Process()
        {
            if (config.LevelGraph == null)
            {
                throw new ArgumentException("LevelGraph must not be null.");
            }

            if (config.LevelGraph.Rooms.Count == 0)
            {
                throw new ArgumentException("LevelGraph must contain at least one room.");
            }

            var levelDescription = new LevelDescription();

            // Setup individual rooms
            foreach (var room in config.LevelGraph.Rooms)
            {
                levelDescription.AddRoom(room, GetRoomTemplates(room));
            }

            var typeOfRooms = config.LevelGraph.Rooms.First().GetType();

            // Add passages
            foreach (var connection in config.LevelGraph.Connections)
            {
                if (config.UseCorridors)
                {
                    var corridorRoom = (RoomBase)ScriptableObject.CreateInstance(typeOfRooms);

                    if (corridorRoom is Room basicRoom)
                    {
                        basicRoom.Name = "Corridor";
                    }

                    levelDescription.AddCorridorConnection(connection, corridorRoom,
                                                           GetRoomTemplates(config.LevelGraph.CorridorRoomTemplateSets, config.LevelGraph.CorridorIndividualRoomTemplates));
                }
                else
                {
                    levelDescription.AddConnection(connection);
                }
            }

            Payload.LevelDescription = levelDescription;

            yield return(null);
        }
Example #3
0
        //
        // Heat seeking
        //
        public ProjectileInstance(Projectile projectile, Vector3 sourcePos, EnemyInstance enemy, float waveTimeFired, LevelDescription desc)
        {
            LevelDesc      = desc;
            ProjectileType = projectile;
            LastUpdateTime = waveTimeFired;
            FireTime       = waveTimeFired;
#if LEVEL_EDITOR
            Position = new Vector3(sourcePos.X, PROJECTILE_HEIGHT, sourcePos.X);
#else
            Position = new Vector3(sourcePos.x, PROJECTILE_HEIGHT, sourcePos.z);
#endif
            Enemy      = enemy;
            IsComplete = false;
            go         = GameObjectFactory.InstantiateObject(ProjectileType.Asset);
            GameObjectFactory.SetMapPos(go, Position);
            heatSeeking = true;
        }
Example #4
0
    private IEnumerator NextLevel()
    {
        // Release current level.
        Level level = this.currentLevel;

        if (level != null)
        {
            this.currentLevel = null;
            yield return(this.StartCoroutine(level.Unload()));
        }

        // Get next level description.
        this.currentLevelIndex++;

        Debug.Assert(this.currentLevelIndex >= 0);

        if (this.levelDatabase == null)
        {
            Debug.LogWarning("No levels in database");
            yield break;
        }

        if (this.currentLevelIndex >= this.levelDatabase.Count)
        {
            Debug.Log("No remaining level.");
            yield break;
        }

        LevelDescription levelDescription = this.levelDatabase[this.currentLevelIndex];

        // Load next level.
        Debug.Log("Start level " + levelDescription.Name);

        level = new Level();

        yield return(this.StartCoroutine(level.Load(levelDescription)));

        if (this.LevelChanged != null)
        {
            this.LevelChanged.Invoke(this, new LevelChangedEventArgs(level));
        }

        level.Start();
        this.currentLevel = level;
    }
    public void AddLevels(LevelsContainer levelsContainer)
    {
        for (int i = 0; i < levelsContainer.Levels.Count; i++)
        {
            if (i == 0 || (i) % (LevelsOnPage) == 0)
            {
                RectTransform lvlPage = Instantiate(PagePrefab);

                pages.Add(lvlPage);
                lvlPage.transform.SetParent(PageParent);
                lvlPage.transform.localScale = Vector3.one;
                lvlPage.offsetMin            = Vector2.zero;
                lvlPage.offsetMax            = Vector2.zero;
                //CalculateInventoryPanelParameters(lvlPage, LevelsOnPage);
            }
            Button btn = Instantiate(LevelButtonPrefab);
            btn.transform.SetParent(pages[pages.Count - 1]);
            btn.transform.localScale = Vector3.one;
            btn.GetComponentInChildren <TextMeshProUGUI>().text = levelsContainer.Levels[i].Name;



            LevelDescription lvl             = levelsContainer.Levels[i];
            RecordLevelSave  recordLevelSave = FindObjectOfType <RecordLevelSave>();
            if (recordLevelSave != null)
            {
                int record = recordLevelSave.GetRecordByLevelID(lvl);
                if (record != 0)
                {
                    SetPassedLevel(btn.transform, record.ToString());
                }
            }
            btn.onClick.AddListener(() =>
            {
                GameManager.Instance.LoadLevel(lvl, levelsContainer);
            });
        }
        ScrollSnapRect scrollSnapRect = GetComponentInChildren <ScrollSnapRect>();

        if (scrollSnapRect != null)
        {
            scrollSnapRect.OnPageSwitched += GetCurrentPage;
        }
        GetCurrentPage(currentPage);
    }
    public int GetRecordByLevelID(LevelDescription levelDescription)
    {
        if (recordsSaves == null)
        {
            return(0);
        }
        RecordData recordLevelSave = recordsSaves.Find(x => x.LevelID == levelDescription.ID);

        if (recordLevelSave != null)
        {
            return(recordLevelSave.MovesRecord);
        }

        else
        {
            return(0);
        }
    }
Example #7
0
    void LoadFromXML(TextAsset textAsset)
    {
        LevelDescription levelDescription = XmlHelpers.DeserializeFromXML <LevelDescription>(textAsset);

        gameModeWithHealth = levelDescription.gameModeWithHealth;

        enemyCooldown = levelDescription.enemyCooldown;
        collectibleApparitionCooldown = levelDescription.collectibleApparitionCooldown;

        weaponCollectibleApparitionRatio = levelDescription.weaponCollectibleApparitionRatio;
        energyCollectibleApparitionRatio = levelDescription.energyCollectibleApparitionRatio;
        healthCollectibleApparitionRatio = levelDescription.energyCollectibleApparitionRatio;

        numberOfEnemyInLevel = levelDescription.numberOfEnemyInLevel;

        timeBetweenThisAndPreviousEnemy = levelDescription.timeBetweenThisAndPreviousEnemy;
        enemiesVerticalSpawnPositions   = levelDescription.enemiesVerticalSpawnPositions;
    }
        //团队成员skill查看
        public ActionResult GetSkillById(int uid)
        {
            var user = UserInfoService.LoadEntities(u => u.Id == uid).FirstOrDefault();

            if (user == null)
            {
                throw new Exception("操作非法!");
            }
            var types = TechTypeService.LoadEntities(t => t.Id != 0);
            List <SkillViewModel> skills = new List <SkillViewModel>();
            //必须重新去取 不然用的是session里的缓存数据。不能及时显示更新情况
            var currentUser = UserInfoService.LoadEntities(c => c.Id == user.Id).FirstOrDefault();

            foreach (var type in types)
            {
                SkillViewModel skill = new SkillViewModel();
                skill.Techs        = new List <TechViewModel>();
                skill.TechTypeName = type.TypeName;
                foreach (var tech in type.Tech)
                {
                    var level = (from r in currentUser.R_UserInfo_Tech
                                 where r.TechId == tech.Id
                                 select r.LevelDescription).FirstOrDefault();
                    if (level == null)
                    {
                        level = new LevelDescription()
                        {
                            Level = 0, Description = "Not Rate"
                        };
                    }
                    TechViewModel techview = new TechViewModel()
                    {
                        Tech  = tech,
                        Level = level
                    };
                    skill.Techs.Add(techview);
                }
                skills.Add(skill);
            }

            ViewData.Model = skills;

            return(View());
        }
Example #9
0
    public IEnumerator Load(LevelDescription levelDescription)
    {
        this.description = levelDescription;

        // Load level scene.
        AsyncOperation loadSceneAsync = SceneManager.LoadSceneAsync(this.description.Scene, LoadSceneMode.Additive);

        while (!loadSceneAsync.isDone)
        {
            // Wait for the level to be loaded.
            yield return(null);
        }

        this.isEnemySpawned = new EnemyState[this.description.Enemies != null ? this.description.Enemies.Length : 0];
        for (int index = 0; index < this.isEnemySpawned.Length; index++)
        {
            this.isEnemySpawned[index] = EnemyState.NotSpawned;
        }
    }
Example #10
0
        public Result Run(LevelDescription levelDescription)
        {
            var result  = new Result();
            var mapping = levelDescription.GetPrefabToRoomTemplateMapping();
            var problematicRoomTemplates = new Dictionary <GameObject, int>();

            foreach (var pair in mapping)
            {
                var roomTemplate = pair.Value;
                var gameObject   = pair.Key;

                var individualResult = RoomTemplateDiagnostics.CheckWrongManualDoors(roomTemplate.Outline, roomTemplate.Doors, out var differentLengthsCount);
                if (individualResult.HasErrors)
                {
                    problematicRoomTemplates.Add(gameObject, differentLengthsCount);
                }
            }

            if (problematicRoomTemplates.Count != 0)
            {
                result.IsPotentialProblem       = true;
                result.ProblematicRoomTemplates = problematicRoomTemplates;
                var sb = new StringBuilder();

                sb.AppendLine($"There are room templates with a high probability of having an incorrect setup of manual doors.");
                sb.AppendLine($"The problematic room templates are:");

                foreach (var pair in problematicRoomTemplates)
                {
                    sb.AppendLine($"- \"{pair.Key.name}\" with {pair.Value} different lengths of doors");
                }

                sb.AppendLine($"Please go through these room templates and check that their setup is correct.");

                result.Summary = sb.ToString();
            }
            else
            {
                result.IsPotentialProblem = false;
            }

            return(result);
        }
Example #11
0
    private void StarNextLevel()
    {
        if (currentLevel != null)
        {
            currentLevel.Unload();
        }

        this.currentLevelIndex++;

        if (this.currentLevelIndex >= this.levelDescriptions.Count)
        {
            OnGameOver();
            return;
        }

        currentLevelDescription = this.levelDescriptions[currentLevelIndex];
        currentLevel            = new Level();
        currentLevel.Load(currentLevelDescription);
    }
Example #12
0
    public static List <LevelDescription> LoadLevels()
    {
        List <LevelDescription> levels = new List <LevelDescription>();

        Debug.Log(Application.dataPath);
        TextAsset txtAss = Resources.Load <TextAsset>("levels") as TextAsset;

        string[] arrayOfStrings = txtAss.ToString().Split('\n');
        foreach (var level in arrayOfStrings)
        {
            Debug.Log(level);
            TextAsset        ass              = Resources.Load <TextAsset>("Levels/" + level.Trim()) as TextAsset;
            string           levelAsText      = ass.ToString();
            LevelDescription _gridDescription = JsonUtility.FromJson <LevelDescription>(levelAsText);
            levels.Add(_gridDescription);
        }

        return(levels);
    }
Example #13
0
        private void LoadLevel(string levelName)
        {
            LevelDesc = LevelManager.ReadLevel(levelName);

            /*
             *
             * Use this code to prepopulate Enemies/Turrets/Projectiles
             *
             *
             *
             * LevelDesc = LevelLoader.GetTestLevel();
             *
             * LevelManager.WriteLevel("1-1", LevelDesc);
             *
             * LevelManager.WriteTurrets(LevelDesc.AllowedTurrets);
             *
             * List<EnemyDescription> enemies = new List<EnemyDescription>();
             * enemies.Add(LevelDesc.Waves[0].EnemyType);
             * enemies.Add(LevelDesc.Waves[1].EnemyType);
             * LevelManager.WriteEnemies(enemies);
             *
             * List<Projectile> projectiles = new List<Projectile>();
             * projectiles.Add(LevelDesc.AllowedTurrets[0].ProjectileType);
             * projectiles.Add(LevelDesc.AllowedTurrets[1].ProjectileType);
             * projectiles.Add(LevelDesc.AllowedTurrets[2].ProjectileType);
             * LevelManager.WriteProjectiles(projectiles);
             *
             * Application.Quit();
             */


            switch (CurrentMode)
            {
            case EditorMode.Level:
                ((LevelEditLayout)EditorWidget).SetLevel(LevelDesc);
                break;

            case EditorMode.Analysis:
                ((LevelAnalysisLayout)EditorWidget).SetLevel(LevelDesc);
                break;
            }
        }
Example #14
0
 void CleanupLevel()
 {
     if (null != Projectiles)
     {
         Projectiles.DestroyAll();
         Projectiles = null;
     }
     if (null != Turrets)
     {
         Turrets.DestroyAll();
         Turrets = null;
     }
     if (null != Waves)
     {
         Waves.DestroyAll();
         Waves = null;
     }
     GameObjectFactory.Cleanup();
     LevelDesc = null;
 }
Example #15
0
    /// <summary>
    /// Write a given scene to xml. The filename is the same as the scene.
    /// </summary>
    /// <param name="scene">the scene to write</param>
    /// <param name="outputPath">the folder to write the file</param>
    public static void WriteLevel(Scene scene, string outputPath)
    {
        //get scene objects
        List <GameObject> rootObjects = new List <GameObject>();

        scene.GetRootGameObjects(rootObjects);

        //create stream writer at directory
        StreamWriter     writer = new StreamWriter(outputPath + "/" + scene.name + ".xml");
        LevelDescription ld     = new LevelDescription();
        uint             count  = 0;

        EditorObjectBase.ResetGlobalID();

        //assign IDs
        foreach (GameObject ob in rootObjects)
        {
            var subs = ob.GetComponentsInChildren <EditorObjectBase>();
            foreach (var sub in subs)
            {
                sub.AssignId();
            }
        }

        // iterate root objects
        foreach (GameObject ob in rootObjects)
        {
            //only process EditorObjects
            EditorObjectBase editorObject = ob.GetComponent <EditorObjectBase>();
            if (editorObject != null)
            {
                ++count;
                ld.Add(editorObject.GetReadySerialize());
            }
        }
        XmlSerializer xml = new XmlSerializer(ld.GetType());

        xml.Serialize(writer.BaseStream, ld);
        writer.Close();
        Debug.Log("Wrote " + count + " objects to \"" + outputPath + "/" + scene.name + ".xml\"");
    }
Example #16
0
    public void Awake()
    {
        foreach (Transform childTransform in root)
        {
            Destroy(childTransform.gameObject);
        }

        foreach (var levelDescription in Levels)
        {
            var go = Instantiate(Prefab);
            go.Level = levelDescription;
            go.transform.SetParent(root, false);
            go.Button.OnClickAsObservable().Subscribe
                (
                 x =>
                 {
                     ChosenLevel = go.Level;
                     Application.LoadLevel("Game");
                 });
        }
    }
        public override void Run(GeneratedLevel level, LevelDescription levelDescription)
        {
            foreach (var roomInstance in level.GetRoomInstances())
            {
                var roomTemplateInstance = roomInstance.RoomTemplateInstance;

                // Find floor tilemap layer
                var tilemaps = RoomTemplateUtils.GetTilemaps(roomTemplateInstance);
                var floor    = tilemaps.Single(x => x.name == "Floor").gameObject;

                // Add floor collider
                AddFloorCollider(floor);

                // Add the room manager component
                var roomManager = roomTemplateInstance.AddComponent <CurrentRoomDetectionRoomManager>();
                roomManager.RoomInstance = roomInstance;

                // Add current room detection handler
                floor.AddComponent <CurrentRoomDetectionTriggerHandler>();
            }
        }
    public void FallTillZero()
    {
        var entityManager = World.Active.GetOrCreateManager <EntityManager>();

        var levelDescription = new LevelDescription()
        {
            Width  = 1,
            Height = 3,
            SlotChipDescriptions = new List <SlotChipDescription>()
            {
                new SlotChipDescription()
                {
                    Position = new int2(0, 2),
                    Color    = ChipColor.Red,
                },
            }
        };

        levelDescription.DefaultChipDescription = new SlotChipDescription()
        {
            ChipType = ChipType.None
        };

        var slotCache          = new Dictionary <int2, Entity>();
        var sceneConfiguration = CreateTestSceneConfiguration();
        var configuration      = CreateTestConfiguration();
        var createSlots        = new CreateSlotsStep(slotCache, sceneConfiguration);

        createSlots.Apply(levelDescription, entityManager);

        var createChips = new CreateChipsStep(configuration);

        createChips.Apply(levelDescription, entityManager);

        var nextY = FallSystem.GetNextEmptyRow(entityManager, slotCache, new int2(0, 2));

        Assert.AreEqual(0, nextY);
    }
Example #19
0
        private static LevelDescription InitLevelDescription(LevelType type, int id)
        {
            LevelDescription desc = new LevelDescription();

            switch (type)
            {
            case LevelType.Interior:
                desc.AuthorizedEnnemy = new EnnemyType[] { EnnemyType.OrganicsA, EnnemyType.RobotB };
                desc.Id           = id;
                desc.LevelTimeMax = 60 * 5;
                desc.Name         = "First Escape";
                break;

            case LevelType.Space:
                desc.AuthorizedEnnemy = new EnnemyType[] { EnnemyType.AncienA, EnnemyType.RobotA };
                desc.Id           = id;
                desc.LevelTimeMax = 60 * 5;
                desc.Name         = "First Escape";
                break;
            }

            return(desc);
        }
Example #20
0
        //
        // Directional
        //
        public ProjectileInstance(Projectile projectile, Vector3 sourcePos, Vector3 direction, float distance, float waveTimeFired, LevelDescription desc)
        {
            LevelDesc        = desc;
            ProjectileType   = projectile;
            DistanceToTravel = distance;
            LastUpdateTime   = waveTimeFired;
            FireTime         = waveTimeFired;
#if LEVEL_EDITOR
            Position = new Vector3(sourcePos.X, PROJECTILE_HEIGHT, sourcePos.X);
            Vector3 normalized = Vector3.Normalize(direction);
            Direction = new Ray(sourcePos, normalized);
#else
            Position  = sourcePos;
            Direction = new Ray(sourcePos, direction.normalized);
#endif
            IsComplete = false;
            go         = GameObjectFactory.InstantiateObject(ProjectileType.Asset);
            GameObjectFactory.SetMapPos(go, Position);
#if LEVEL_EDITOR == false
            go.transform.forward = direction;
#endif
            heatSeeking = false;
        }
Example #21
0
        public void SaveMapButtonClick(HUD invoker)
        {
            if (namingTextbox.textRenderer.text == "")
            {
                return;
            }
            LevelDescription ld = new LevelDescription();

            ld.PlayerStartPoint = playerStartPointMaker.transformation.Position;
            List <GameObject> enemySpawnPoints = FindObjectsByTag("EnemySpawnPoint");

            foreach (GameObject enemySpawnPoint in enemySpawnPoints)
            {
                ld.SpawnPoints.Add(enemySpawnPoint.transformation.Position);
            }
            ld.MapCellSize    = 10;
            ld.MapDeltaHeight = 200;
            ld.TerrainName    = terrainName;
            ld.SaveToXML(Game.Content.RootDirectory + @"\Level\" + namingTextbox.textRenderer.text + ".xml");

            gameManager.isPaused = false;
            gameManager.LoadTitleScreen();
        }
Example #22
0
        private void PopulateTreeWithWaves(LevelDescription desc)
        {
            WavesModel.Clear();
            WaveSolution currentSolution = GenerateWaveSolution();
            Dictionary <int, WaveSolution> waveSolves = new Dictionary <int, WaveSolution>();

            for (int i = 0; i < Solution.WaveSolutions.Count; i++)
            {
                waveSolves.Add(Solution.WaveSolutions[i].WaveIndex, Solution.WaveSolutions[i]);
            }

            for (int i = 0; i < desc.Waves.Count; i++)
            {
                string       saveString = "Save";
                string       loadString = "n/a";
                WaveSolution solution   = null;
                if (waveSolves.TryGetValue(i, out solution))
                {
                    if (solution.Same(currentSolution))
                    {
                        saveString = "n/a";
                        loadString = "n/a";
                    }
                    else
                    {
                        saveString = "Save";
                        loadString = "Load";
                    }
                }

                string   simDamageKills = WaveStatList[i].FullSimulation.DamagePerEnemy.ToString() + "/" + WaveStatList[i].FullSimulation.EnemiesKilled;
                string   coinString     = WaveStatList[i].CoinNeeded.ToString() + "/" + WaveStatList[i].CoinAvail.ToString();
                string   issues         = EnumerateSolutionIssues(i, currentSolution);
                object[] values         = { i, desc.Waves[i].Enemy, desc.Waves[i].Count, desc.Waves[i].DifficultyMultiplier, WaveStatList[i].MaxDmgDealtSingleEnemy, WaveStatList[i].MaxHPPSProducted, WaveStatList[i].MaxDPSOverall, simDamageKills, coinString, saveString, loadString, issues };
                WavesModel.AppendValues(values);
            }
        }
        public void Apply(LevelDescription levelDescription, EntityManager entityManager)
        {
            var entities = entityManager.GetAllEntities();

            for (int i = 0; i < entities.Length; i++)
            {
                if (entityManager.HasComponent <Slot>(entities[i]))
                {
                    var slotPosition = entityManager.GetComponentData <SlotPosition>(entities[i]);
                    var x            = slotPosition.Value.x;
                    var y            = slotPosition.Value.y;
                    var position     = entityManager.GetComponentData <Position>(entities[i]).Value;
                    var slot         = entities[i];
                    entityManager.AddComponentData(slot, new PossibleNeighbours()
                    {
                        Value = FieldUtils.GetNeighbour(x, y, levelDescription.Width, levelDescription.Height)
                    });

                    var chipDescription = levelDescription.GetChipDescription(slotPosition.Value);
                    if (chipDescription.ChipType == ChipType.None)
                    {
                        continue;
                    }

                    var colorsCount = Mathf.Min(_chipsPrefabs.Length, levelDescription.ColorCount);
                    var color       = (chipDescription.Color == ChipColor.Random) ? (ChipColor)Random.Range(0, colorsCount) : chipDescription.Color;

                    var chip = CreateChip(entityManager, slot, position, color);
                    entityManager.AddComponentData(slot, new ChipReference()
                    {
                        Value = chip
                    });
                }
            }
            entities.Dispose();
        }
Example #24
0
        public Result Run(LevelDescription levelDescription)
        {
            var graph    = levelDescription.GetGraph();
            var vertices = graph.VerticesCount;
            var result   = new Result();

            result.NumberOfRooms = vertices;

            if (vertices > 20)
            {
                result.IsPotentialProblem = true;
                var sb = new StringBuilder();
                sb.AppendLine($"The level graph has quite a lot of rooms ({vertices}).");
                sb.AppendLine($"The higher the number of rooms, the harder it is for the generator to produce a level.");
                sb.AppendLine($"If you want to have a lot of rooms in the level, it is best to limit the number of cycles.");
                result.Summary = sb.ToString();
            }
            else
            {
                result.IsPotentialProblem = false;
            }

            return(result);
        }
Example #25
0
    public void CreateChips()
    {
        var entityManager = World.Active.GetOrCreateManager <EntityManager>();

        var levelDescription = new LevelDescription()
        {
            Width  = 5,
            Height = 5
        };

        var sceneConfiguration = CreateTestSceneConfiguration();
        var configuration      = CreateTestConfiguration();

        var createSlots = new CreateSlotsStep(new Dictionary <int2, Entity>(), sceneConfiguration);

        createSlots.Apply(levelDescription, entityManager);

        var createChips = new CreateChipsStep(configuration);

        createChips.Apply(levelDescription, entityManager);

        //check
        var entities   = entityManager.GetAllEntities();
        var countChips = 0;

        for (int i = 0; i < entities.Length; i++)
        {
            if (entityManager.HasComponent <Chip>(entities[i]))
            {
                countChips++;
            }
        }
        entities.Dispose();

        Assert.AreEqual(25, countChips);
    }
    public override void Run(GeneratedLevel level, LevelDescription levelDescription)
    {
        List <RoomInstance> roomInstances = new List <RoomInstance>();

        tiles = new TileBase[256 * 256];
        foreach (RoomInstance room in level.GetRoomInstances())
        {
            roomInstances.Add(room);
            AddLevelMap(room, tiles, wallTile, backgroundTile);
            if (!room.RoomTemplateInstance.transform.FindChildWithLayer("Player"))
            {
                AddDoor(room, door);
            }
        }

        Tilemap tilemap = level.GetSharedTilemaps()[2];

        tilemap.CompressBounds();
        tilemap.RefreshAllTiles();

        GameManager manager = FindObjectOfType <GameManager>();

        manager.InitTilemap(roomInstances, tilemap, ruleTile);
    }
Example #27
0
 public void Apply(LevelDescription levelDescription, EntityManager entityManager)
 {
     entityManager.CreateEntity(typeof(Score));
 }
 public static GeneratedLevel TransformLayout(IMapLayout <Room> layout, LevelDescription levelDescription, GameObject rootGameObject)
 {
     return(null);
 }
Example #29
0
        public override void OnInspectorGUI()
        {
            LevelDescription description = this.target as LevelDescription;

            description.LevelEnvironment =
                EditorGUILayout.ObjectField("Level Type", description.LevelEnvironment, typeof(LevelEnvironmentEnum), false) as
                LevelEnvironmentEnum;

            GUILayout.Space(4);
            if (CustomEditorUtils.GetButton("Add Description", Color.green))
            {
                description.EncounterModels.Add(new EncounterModel());
            }
            GUILayout.Space(4);

            this._scrollPos = EditorGUILayout.BeginScrollView(this._scrollPos);

            int indexToDelete = -1;

            for (int i = 0; i < description.EncounterModels.Count; i++)
            {
                if (description.EncounterModels[i] != null)
                {
                    GUILayout.BeginVertical(GUI.skin.box);
                    description.EncounterModels[i].Encounter =
                        EditorGUILayout.ObjectField("Encounter", description.EncounterModels[i].Encounter, typeof(EncounterAsset),
                                                    false) as EncounterAsset;
                    description.EncounterModels[i].MinCount = EditorGUILayout.IntField("MinCount",
                                                                                       description.EncounterModels[i]
                                                                                       .MinCount);
                    description.EncounterModels[i].MaxCount = EditorGUILayout.IntField("MaxCount",
                                                                                       description.EncounterModels[i]
                                                                                       .MaxCount);

                    if (CustomEditorUtils.GetButton("Delete Description", Color.red))
                    {
                        indexToDelete = i;
                    }

                    EditorGUILayout.EndVertical();
                }

                GUILayout.Space(4);
            }

            if (indexToDelete > -1)
            {
                bool result = EditorUtility.DisplayDialog("Delete component",
                                                          "Delete component: {0}".F(
                                                              description.EncounterModels[
                                                                  indexToDelete
                                                              ].GetType
                                                                  ()),
                                                          "OK", "Cancel");

                if (result)
                {
                    description.EncounterModels.Remove(description.EncounterModels[indexToDelete]);
                }
            }

            EditorGUILayout.EndScrollView();

            EditorUtility.SetDirty(this.target);
        }
Example #30
0
 public override void Run(GeneratedLevel level, LevelDescription levelDescription)
 {
     HandleEnemies(level);
 }
 public abstract void Run(GeneratedLevel level, LevelDescription levelDescription);