// Use this for initialization void Awake() { lg = FindObjectOfType<LevelGen>(); image = GetComponent<Image>(); villageNameText = transform.parent.FindChild("VillageText") .GetComponent<Text>(); }
/// <summary> /// Prepare for the level to start /// </summary> public void LevelStart() { // disable bounds collider CheckCol(); cacheCol.enabled = false; roomStartEvent.Invoke(); foreach (var lc in allLevelComponents) { if (lc != null) { lc.SetUsing(usedLevelComponents.Contains(lc)); } } // keys foreach (var lckey in keyLevelComponents) { lckey.SetUsing(false);//haskey } if (hasKey) { if (keyLevelComponents.Count == 0) { Debug.LogError("no key in " + name + " but is needed"); } // todo other things in chests LevelGen.GetRandomIn <LevelComponent>(keyLevelComponents.ToArray()).SetUsing(true); } // todo? }
protected void Start() { // Get level object levelObj = GameObject.Find("Level"); maze = levelObj.GetComponent <Maze>(); levelGen = levelObj.GetComponent <LevelGen>(); // Create fade texture (used for pause screen fade) fadeTexture = new Texture2D(1, 1); }
protected void Start() { // Get level object levelObj = GameObject.Find("Level"); maze = levelObj.GetComponent<Maze>(); levelGen = levelObj.GetComponent<LevelGen>(); // Create fade texture (used for pause screen fade) fadeTexture = new Texture2D(1, 1); }
void Start() { lg = this; pm = PuaseMenu.pm; level = new int[4, 4]; // level is represented by a 4x4 grid templates = GetComponent <Templates>(); leviathanPos = lev.transform.position; Init(); }
void Awake() { instance = this; playerClip = new List <GameObject> (); enemyClip = new List <GameObject> (); missileClip = new List <GameObject> (); blueShips = new List <GameObject> (); redShips = new List <GameObject> (); brownShips = new List <GameObject> (); globeShips = new List <GameObject> (); }
public void Set(GEntity e) { int sx = e.iX / GTile.WIDTH * _zoom; int sy = e.iY / GTile.HEIGHT * _zoom; for (int i = 0; i < _zoom; i++) { for (int j = 0; j < _zoom; j++) { Image.SetPixel(sx + i, sy + j, LevelGen.GetEntityColor(e)); } } }
private void btnStart_Click(object sender, EventArgs e) { if (btnStart.Text == "Continue game") { // Generate a random level. See LevelGenerator.cs LevelGen.NewLevel(); } else if (btnStart.Text == "New game") { // SaveSystem.cs SaveSystem.SaveLoader(); this.Hide(); } }
private void txtNameEntry_KeyPress(object sender, KeyPressEventArgs e) { if ((int)e.KeyChar == 13) // Enter { TextWriter saveGame = new StreamWriter("SaveGame.txt"); SaveSystem.name = txtNameEntry.Text; saveGame.WriteLine(SaveSystem.name); SaveSystem.saveGameExists = true; saveGame.WriteLine(SaveSystem.saveGameExists); saveGame.Close(); LevelGen.NewLevel(); this.Close(); } }
override public void OnInspectorGUI() { LevelGen LevelGen = (LevelGen)target; if (GUILayout.Button("Generate Level")) { LevelGen.GenerateLevel(); } if (GUI.changed) { EditorUtility.SetDirty(target); } DrawDefaultInspector(); }
public override void drawRoom(LevelGen.Dungeon d_in, LevelGen.Brush b_in, Map m_in) { base.drawRoom (d_in, b_in, m_in); for ( int i = -1; i > -8; i-- ) { for ( int x = 2; x <= 4; x++ ) for ( int y = 0; y <= 2; y++ ) d_in.Place (new LevelGen.Position(ActualLocation.x+x+1,i,ActualLocation.y+y+1),b_in); for ( int x = 12; x <= 14; x++ ) for ( int y = 2; y <= 4; y++ ) d_in.Place (new LevelGen.Position(ActualLocation.x+x+1,i,ActualLocation.y+y+1),b_in); for ( int x = 10; x <= 12; x++ ) for ( int y = 12; y <= 14; y++ ) d_in.Place (new LevelGen.Position(ActualLocation.x+x+1,i,ActualLocation.y+y+1),b_in); for ( int x = 0; x <= 2; x++ ) for ( int y = 10; y <= 12; y++ ) d_in.Place (new LevelGen.Position(ActualLocation.x+x+1,i,ActualLocation.y+y+1),b_in); } d_in.Place(new LevelGen.Position(ActualLocation.x+4,-6,ActualLocation.y+2), endBrush); d_in.Place(new LevelGen.Position(ActualLocation.x+14,-6,ActualLocation.y+4), endBrush); d_in.Place(new LevelGen.Position(ActualLocation.x+12,-6,ActualLocation.y+14), endBrush); d_in.Place(new LevelGen.Position(ActualLocation.x+2,-6,ActualLocation.y+12), endBrush); }
public override void OnInspectorGUI() { LevelGen level = (LevelGen)target; if (GUILayout.Button("generate")) { level.Generate(); } if (GUILayout.Button("build")) { level.Build(); } DrawDefaultInspector(); }
// Start is called before the first frame update void Start() { letterText = textObject.GetComponent <TextMeshProUGUI>(); nextLetterText = nextTextObject.GetComponent <TextMeshProUGUI>(); LevelScript = LevelGenerator.GetComponent <LevelGen>(); colorMappings = LevelScript.colorMappings; passwordLength = LevelScript.passwordLength; gameObject.transform.position = colorMappings[colorMappings.Length - 1].pos; tilesLeft = colorMappings.Length - 1; currentPassword = colorMappings[tilesLeft].password; lettersLeft = passwordLength - 1; letterText.text = currentPassword[lettersLeft]; nLT(); }
public void InitLevelList() { Controls.Clear(); Selector = new SelectableGrid(Input, 100, 60, 4); Selector.SetX(100); Selector.SetY(60); Selector.SetBorder(3); Selector.SetItemDimension(100, 100); LevelManager manager = new LevelManager(); for (int i = 0; i < manager.GetLevelsAmount(GameLevel.GetMode()); ++i) { string name = manager.GetLevelName(GameLevel.GetMode(), i); GBitmap thumbnail = LevelGen.CreateThumbnail(manager.GetLevelStream(GameLevel.GetMode(), i)); Selector.Push(new GridItem(manager.ParseName(GameLevel.GetMode(), name), thumbnail)); } Controls.Add(Selector); }
public void Construct(string fileName) { Screen.Fill(255, 0, 0, 0); FileInfo f = new FileInfo(fileName); Modes mode = Modes.Deathmatch; if (f.Directory.Name == "dm") { mode = Modes.Deathmatch; } else if (f.Directory.Name == "tdm") { mode = Modes.TeamDeathmatch; } else if (f.Directory.Name == "ctf") { mode = Modes.CaptureFlag; } var t = LevelGen.ParseLevel(fileName); _width = (int)t[0]; _height = (int)t[1]; _mapGameMode = mode; _name = f.Name.Substring(0, f.Name.IndexOf(f.Extension)); _constructLabels(); _mapEditor = new MapEditor(Input, _width, _height, _mapGameMode, this, (List <GEntity>)t[2], (List <GEntity>)t[3], (List <GEntity>)t[4]); _mapEditor.Screen = Screen; _mapEditor.OffsetX = 0; _mapEditor.OffsetY = 28; _mapEditor.BottomOffset = 65; Resized(); _clearScreen = true; }
public void ForceUseLComponent(LevelComponent component) { if (component == null) { Debug.Log("null component found " + name + "." + component.name + ". ignoring"); return; } if (component.isInUse) { return; } blockedConnectors.AddRange(blockedConnectors); component.isInUse = true; usedLevelComponents.Add(component); foreach (var forceC in component.forceUse) { TryUseLComponent(forceC); } if (component.requireOneOf.Count > 0) { var choosenOne = LevelGen.GetRandomIn <LevelComponent>(component.requireOneOf.ToArray(), out int rofi); TryUseLComponent(choosenOne); } }
private static void InstantiateMonster(MonsterData monster, float xRoll, float yRoll, LevelGen levelGen) { var prefab = GetMonsterPrefab(monster); if (prefab != null) { var obj = GameObject.Instantiate(prefab, new Vector3(xRoll, 0, yRoll), new Quaternion()); obj.transform.parent = LevelGen.instance.dungeonInstance.transform; levelGen.instantiatedObjects.Add(obj); SetupMonster(obj, monster.level, monster.quality, PlayerCharacter.localPlayer.gameObject); } }
void Start() { Scene s = SceneManager.GetActiveScene(); map = s.name; GameObject levelG = Resources.Load("Prefabs/Scripts/LevelGen") as GameObject; GameObject gen = Instantiate(levelG, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; LevelGen generateMap = gen.GetComponent <LevelGen>(); GameObject f = new GameObject("Floors"); generateMap.floors = f; GameObject c = new GameObject("Ceilings"); generateMap.ceilings = c; GameObject w = new GameObject("Walls"); generateMap.walls = w; generateMap.level = map; generateMap.spaceMod = UnityEngine.Random.Range(1.5f, 2f); generateMap.genMap(); xStartPos = generateMap.getXStart(); yStartPos = generateMap.getYStart(); //print(xStartPos); //print(yStartPos); GameObject player; Statistics stats; GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject g in players) { g.transform.position = new Vector3(xStartPos, 2, yStartPos); player = g; stats = g.GetComponent <Statistics>(); Inventory i = player.GetComponent <Inventory>(); PlayerControl cont = player.GetComponent <PlayerControl>(); cont.startX = xStartPos; cont.startY = 2; cont.startZ = yStartPos; //REMOVED WHEN OTHER PART BACK In if (i.equipped[0] == null) { GameObject sword = Instantiate(Resources.Load("Prefabs/Weapons/SmallSword")) as GameObject; i.addItem(sword); } // //removeWeatherEffects(g); if (map == "dream") { stats.setMusic(1); /* REMOVED FOR NOW * GameObject sword = Instantiate(Resources.Load("Prefabs/Weapons/SmallSword")) as GameObject; * i.addItem(sword); * //god stats etc * stats.maxHealth = 200; * stats.curHealth = 200; * stats.maxMana = 100; * stats.curMana = 100; * stats.attack = 30; * stats.magicAttack = 30; * stats.strength = 20; * stats.intellect = 15; * stats.agility = 15; * cont.refreshStats(); * stats.level = 10; * i.updateAllStatisitics(); * * //changeLightSize(player, 50,1); * //setParticles(Resources.Load("Prefabs/Particles/Fog") as GameObject, player); */ } else if (map == "forest") { stats.setMusic(2); /* REMOVED FOR NOW * //check if sword is equipped * if (i.equipped[0] == null) * { * GameObject sword = Instantiate(Resources.Load("Prefabs/Weapons/SmallSword")) as GameObject; * i.addItem(sword); * } * * * //rain on, drop all items * stats.maxHealth = 100; * stats.curHealth = 100; * stats.maxMana = 50; * stats.curMana = 50; * stats.attack = 10; * stats.magicAttack = 25; * stats.strength = 5; * stats.intellect = 5; * stats.agility = 10; * * cont.refreshStats(); * i.updateAllStatisitics(); * stats.level = 1; * * //changeLightSize(player, 30,1); * //setParticles(Resources.Load("Prefabs/Particles/Rain") as GameObject, g); */ } else if (map == "dungeon") { //changeLightSize(player, 50, 1.5f); stats.setMusic(3); } else if (map == "endLevel") { changeLightSize(player, 30, 1f); stats.setMusic(4); //setParticles(Resources.Load("Prefabs/Particles/Rain") as GameObject, player); } else if (map == "WinterForest") { //setParticles(Resources.Load("Prefabs/Particles/Fog") as GameObject, player); } } GameObject e = GameObject.FindGameObjectWithTag("LevelSwitch"); ExitLevel exit = e.GetComponent <ExitLevel>(); exit.setLevel(map); }
public Level(int w, int h, int level, Level parentLevel) { unchecked { if (level < 0) { dirtColor = 222; } this.depth = level; this.w = w; this.h = h; byte[][] maps; if (level == 1) { dirtColor = 444; } if (level == 0) { maps = LevelGen.createAndValidateTopMap(w, h); } else if (level < 0) { maps = LevelGen.createAndValidateUndergroundMap(w, h, -level); monsterDensity = 4; } else { maps = LevelGen.createAndValidateSkyMap(w, h); // Sky level monsterDensity = 4; } tiles = maps[0]; data = maps[1]; if (parentLevel != null) { for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { if (parentLevel.getTile(x, y) == Tile.stairsDown) { setTile(x, y, Tile.stairsUp, 0); if (level == 0) { setTile(x - 1, y, Tile.hardRock, 0); setTile(x + 1, y, Tile.hardRock, 0); setTile(x, y - 1, Tile.hardRock, 0); setTile(x, y + 1, Tile.hardRock, 0); setTile(x - 1, y - 1, Tile.hardRock, 0); setTile(x - 1, y + 1, Tile.hardRock, 0); setTile(x + 1, y - 1, Tile.hardRock, 0); setTile(x + 1, y + 1, Tile.hardRock, 0); } else { setTile(x - 1, y, Tile.dirt, 0); setTile(x + 1, y, Tile.dirt, 0); setTile(x, y - 1, Tile.dirt, 0); setTile(x, y + 1, Tile.dirt, 0); setTile(x - 1, y - 1, Tile.dirt, 0); setTile(x - 1, y + 1, Tile.dirt, 0); setTile(x + 1, y - 1, Tile.dirt, 0); setTile(x + 1, y + 1, Tile.dirt, 0); } } } } } entitiesInTiles = new List <Entity> [w * h]; for (int i = 0; i < w * h; i++) { entitiesInTiles[i] = new List <Entity>(); } if (level == 1) { AirWizard aw = new AirWizard(); aw.x = w * 8; aw.y = h * 8; add(aw); } } }
void Start() { lg = LevelGen.lg; pm = PuaseMenu.pm; }
void Awake() { lg = FindObjectOfType<LevelGen>(); text = GetComponent<Text>(); }
// Use this for initialization void Awake() { levelGen = GetComponent <LevelGen>(); players = new List <Player>(); }
// Use this for initialization void Start() { Random.InitState(randomSeed); parentGen = GameObject.Find("Main").GetComponent <LevelGen>(); iStats = parentGen.islandStats[iStatsIndex]; SetBaseHeight(iStats.baseLayerHeight); islandUpdater = GetComponent <IslandUpdater>(); transform.position = Random.onUnitSphere; farHolder = transform.Find("Far"); closeHolder = transform.Find("Close"); cloudHolder = transform.Find("CloudHolder"); cloudHolder.localScale = Vector3.one * radius / 2; cloudCover = cloudHolder.GetComponentInChildren <ParticleSystem>(); cloudHolder.gameObject.SetActive(false); //TODO Re enable if this ever works well enough ParticleSystem.MainModule cloudCoverMain = cloudCover.main; cloudCoverMain.startSizeMultiplier *= radius; spin = Random.Range(0.0f, 360.0f); spinSpeed = Random.Range(-maxSpinSpeed, maxSpinSpeed); timeRecalc = Random.Range(0, parentGen.islandMoveIntervals); foreach (PerlinLayer layer in iStats.layerStats) { layer.Set(); //TODO maybe save seperatley incase we need to reaccess this (it will get overwritten by the next island) } GenerateLowQuality(); tiles = new HexType[iStats.layerStats.Count + iStats.cityLayerStats.Count, size, size]; GenerateBaseHexes(); //TODO put in a loop if (iStats.cityLayerStats.Count != 0) { for (int index = 0; index < iStats.cityLayerStats.Count; index++) { iStats.cityLayerStats[index].GenerateHuts(iStats.layerStats.Count + index, tiles); iStats.cityLayerStats[index].GenerateConnections(iStats.layerStats.Count + index, tiles); iStats.cityLayerStats[index].RemoveSingleHuts(iStats.layerStats.Count + index, tiles); iStats.cityLayerStats[index].FillHoles(iStats.layerStats.Count + index, tiles); iStats.cityLayerStats[index].RemoveIfNoBottom(iStats.layerStats.Count + index, tiles); if (index != 0) { iStats.cityLayerStats[index - 1].GenerateStairs(iStats.layerStats.Count + index - 1, tiles); } //iStats.cityLayerStats [index].RemoveSingleHuts (iStats.layerStats.Count + index, tiles); } } DrawBaseHexes(); if (iStats.cityLayerStats.Count != 0) { DrawCityHexes(); } CapsuleCollider cTemp = gameObject.GetComponent <CapsuleCollider>(); cTemp.radius = radius + 5; cTemp.height = cTemp.radius * 2f; OcclusionArea oTemp = gameObject.GetComponent <OcclusionArea>(); oTemp.size = Vector3.one * (radius + 1) * 2; islandUpdater.SetExpectedNumOfWeapons(); //TODO Fix to allow more or less islands added. if (!isServer) { parentGen.islandStats[iStatsIndex].islands.Add(this); parentGen.AddOneIsland(this); } SetFar(true); Random.InitState((int)System.DateTime.Now.Ticks); if (isServer) { UpdateToSpherePosition(true); } }
void Awake() { selectedPath = new List <HexTile>(); gameController = GetComponent <GameController>(); levelGen = GetComponent <LevelGen>(); }
// Use this for initialization void Start() { tt = FindObjectOfType<TapTarget>(); lg = FindObjectOfType<LevelGen>(); children = new List<GameObject>(); for (int index = 0; index < transform.childCount; index++) { children.Add(transform.GetChild(index).gameObject); } message = GetComponentInChildren<InputField>(); itemImage = transform.FindChild("ItemImage").GetComponent<Image>(); pickupDropIcon = itemImage.transform.FindChild("PickupDropImage") .GetComponent<Image>(); valueText = itemImage.transform.FindChild("ItemValue") .GetComponent<Text>(); lastTTPos = tt.transform.position; }
void Awake() { instance = this; playerClip = new List<GameObject> (); enemyClip = new List<GameObject> (); missileClip = new List<GameObject> (); blueShips = new List<GameObject> (); redShips = new List<GameObject> (); brownShips = new List<GameObject> (); globeShips = new List<GameObject> (); }
void Awake() { S = this; }
public LevelGen() { instance = this; }
// Use this for initialization void Start() { levelGen = GameObject.Find("Main").GetComponent <LevelGen> (); timeUntilRadar = maxTimeBetweenRadar; }
public static void InstantiateMonsters(int floor, DesignedBuilding layout, SocialStructure socialStructure, LevelGen levelGen) { //if (!NetworkServer.active) return; foreach (var monster in socialStructure.population) { int roll = Random.Range(0, monster.associatedRooms.Count); var room = monster.associatedRooms[roll]; if (room.floor != floor) { continue; } float xRoll = Random.Range(5f * room.x, 5f * (room.x + room.xSize - 1)); float yRoll = Random.Range(5f * room.y, 5f * (room.y + room.ySize - 1)); if (monster.quality == 4) { xRoll = (room.x + (room.xSize / 2)) * 4; yRoll = (room.y + (room.ySize / 2)) * 4; } InstantiateMonster(monster, xRoll, yRoll, levelGen); } }
// Use this for initialization void Start() { if (settingLevel) { CmdSetTargetLevel(targetLevel); } //if (!NetworkServer.active) return; if (instance == null) { instance = this; } else { Destroy(gameObject); return; } foreach (var pair in prefabs) { foreach (var pair2 in pair.Value) { var keys = new List <string>(); foreach (var pair3 in pair2.Value) { keys.Add(pair3.Key); } foreach (var item in keys) { pair2.Value[item] = (GameObject)Resources.Load("Prefabs/Dungeon/" + item); } } } int roll = Random.Range(0, dungeonTypes.Count); dungeonType = dungeonTypes[roll]; //dungeonType = dungeonTypes[4]; // TEMP TO SEE MONSTERS dungeonType = dungeonTypes[6]; // TEMP FOR TESTING roll = Random.Range(0, 2); if (roll == 0) { resettled = true; } resettled = false; // TEMP FOR TESTING if (dungeonType.settingType == DungeonSetting.INCIDENTAL) { resettled = true; } if (dungeonData == null || !dungeonData.entered) { GenerateDungeonLayout(); } else { GenerateLoadedDungeonLayout(); } //TEMP TO VARY MUSIC UNTIL FULL LEVEL GEN IS FINISHED var types = new List <string>() { "castle", "mine", "sewer", "temple", "vault", "tomb" }; var roll2 = Random.Range(0, 7); if (roll2 < 6) { dungeonType = new DungeonType(DungeonSetting.DESIGNED, types[roll2]); } else { dungeonType = new DungeonType(DungeonSetting.DESIGNED, types[Random.Range(0, 6)]); resettled = true; } //END TEMP TO VARY MUSIC }
bool RoomCheck(int x, int y, int [,] map) { return(LevelGen.IsInGrid(x, y, map) && map[x, y] != 0); }
private void Awake() { levelGen = GetComponentInParent <LevelGen>(); gameController = GetComponentInParent <GameController>(); selector = GetComponentInParent <Selector>(); }
public Level(int w, int h, int level, Level parentLevel) { DirtColor = 322; unchecked { if (level < 0) { DirtColor = 222; } Depth = level; W = w; H = h; byte[][] maps; if (level == 1) { DirtColor = 444; } if (level == 0) { maps = LevelGen.CreateAndValidateTopMap(w, h); } else if (level < 0) { maps = LevelGen.CreateAndValidateUndergroundMap(w, h, -level); MonsterDensity = 4; } else { maps = LevelGen.CreateAndValidateSkyMap(w, h); // Sky level MonsterDensity = 4; } Tiles = maps[0]; Data = maps[1]; if (parentLevel != null) { for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { if (parentLevel.GetTile(x, y) != Tile.StairsDown) { continue; } SetTile(x, y, Tile.StairsUp, 0); if (level == 0) { SetTile(x - 1, y, Tile.HardRock, 0); SetTile(x + 1, y, Tile.HardRock, 0); SetTile(x, y - 1, Tile.HardRock, 0); SetTile(x, y + 1, Tile.HardRock, 0); SetTile(x - 1, y - 1, Tile.HardRock, 0); SetTile(x - 1, y + 1, Tile.HardRock, 0); SetTile(x + 1, y - 1, Tile.HardRock, 0); SetTile(x + 1, y + 1, Tile.HardRock, 0); } else { SetTile(x - 1, y, Tile.Dirt, 0); SetTile(x + 1, y, Tile.Dirt, 0); SetTile(x, y - 1, Tile.Dirt, 0); SetTile(x, y + 1, Tile.Dirt, 0); SetTile(x - 1, y - 1, Tile.Dirt, 0); SetTile(x - 1, y + 1, Tile.Dirt, 0); SetTile(x + 1, y - 1, Tile.Dirt, 0); SetTile(x + 1, y + 1, Tile.Dirt, 0); } } } } _entitiesInTiles = new List <Entity> [w * h]; for (int i = 0; i < w * h; i++) { _entitiesInTiles[i] = new List <Entity>(); } if (level == 1) { TheWizard aw = new TheWizard { X = w * 8, Y = h * 8 }; Add(aw); } } }
// Use this for initialization void Awake () { if(gen != null) { Destroy(this.gameObject); return; } gen = this; DontDestroyOnLoad(this.gameObject); }
public static void InstantiateMonsters(int floor, DesignedBuilding layout, SocialStructure socialStructure, LevelGen levelGen) { ActiveCastleGen.InstantiateMonsters(floor, layout, socialStructure, levelGen); }
public Map(string url, string type, ContentManager content) { string tile = "Tile"; this.title = url; this.content = content; Random random = new Random(); int index = 0; Console.WriteLine("Creating level generator..."); LevelGen lvlgen = new LevelGen(url); Console.WriteLine("Finished level generation, populating grid..."); int[,] grid = lvlgen.LevelGrid; if (grid == null) { hasError = true; this.title = "Encountered an error retrieving remote document!"; grid = new int[50, 50]; } else { this.title = lvlgen.title; index = random.Next(Math.Max(0, lvlgen.colors.Count - 4), lvlgen.colors.Count); GV.MainInstance.BackgroundColor = Backgroundify(lvlgen.colors[index]); } for (int x = 1; x < grid.GetLength(0) - 2; x++) { for (int y = 1; y < grid.GetLength(1); y++) { if (hasError && (x == 0 || x == grid.GetLength(0) - 1 || y == 0 || y == grid.GetLength(0) - 1)) { grid[x, y] = 1; } if (random.Next(0, 50) == 12 && (x != 1 && y != 1)) { grid[x, y] = 1; } } } this.grid = new Tile[grid.GetLength(0), grid.GetLength(1)]; for (int y = 0; y < grid.GetLength(1); y++) { for (int x = 0; x < grid.GetLength(0); x++) { if (grid[x, y] == 0) { tile = "Tile"; } else if (grid[x, y] == 1) { tile = "Wall"; } else if (grid[x, y] == 2) { tile = "Door"; } this.grid[x, y] = new Tile(new Vector2((float)(x * 40), (float)(y * 40)), new Vector2(), tile, GV.content, grid[x, y]); if (grid != null) { this.grid[x, y].color = lvlgen.colors[index]; } if (this.grid[x, y].tile_type == 2) { this.grid[x, y].doorURL = lvlgen.dict[new Tuple <int, int>(x, y)]; this.grid[x, y].onPlayerTouch += GV.MainInstance.StartLevel; } } } }
void OnApplicationQuit() { gen = null; }