Example #1
0
    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);
    }