// Use this for initialization void Start() { MapData currentMapData = MapData.GetInstance(); MapRegion currentRegion = currentMapData.GetRegionData(); MapPointOfInterest currentPOI = currentMapData.GetPointOfInterestData(); int crowdSize = 0; if (currentPOI == null) { crowdSize = crowdSize = currentMapData.GetCrowdSize(); //Crowd of enemies, } else { crowdSize = Random.Range(1, 8); //Points of interest - set random crowd size? } if (currentPOI == null) // ran into crowd of people. //enable generic backround { SpriteRenderer ParkR = Park.GetComponent <SpriteRenderer> (); ParkR.enabled = true; } else { //Specific (port/graveyard etc) MapObject.PointOfInterestType type = currentPOI.m_PointOfInterestType; switch (type) { case MapObject.PointOfInterestType.CLIFF_EDGE: SpriteRenderer CliffR = Cliff.GetComponent <SpriteRenderer> (); CliffR.enabled = true; break; case MapObject.PointOfInterestType.GRAVEYARD_CHURCH: SpriteRenderer GraveyardR = Graveyard.GetComponent <SpriteRenderer> (); GraveyardR.enabled = true; break; case MapObject.PointOfInterestType.GANG_HEADQUARTERS: SpriteRenderer GangHQR = GangHQ.GetComponent <SpriteRenderer> (); GangHQR.enabled = true; break; case MapObject.PointOfInterestType.NIGHTCLUB: SpriteRenderer NightclubR = Club.GetComponent <SpriteRenderer> (); NightclubR.enabled = true; break; case MapObject.PointOfInterestType.PARK: SpriteRenderer ParkR = Park.GetComponent <SpriteRenderer> (); ParkR.enabled = true; break; case MapObject.PointOfInterestType.TRAIN_STATION: SpriteRenderer SubwayR = Subway.GetComponent <SpriteRenderer> (); SubwayR.enabled = true; break; } } }
public MapPointOfInterest GetPointOfInterestData() { if (debug) { _currentPointOfInterest = new MapPointOfInterest(); _currentPointOfInterest.m_PointOfInterestType = MapObject.PointOfInterestType.CLIFF_EDGE; } return(_currentPointOfInterest); }
void Start() { spriteRenderer = GetComponentInChildren <SpriteRenderer> (); MapData currentMapData = MapData.GetInstance(); MapRegion currentRegion = currentMapData.GetRegionData(); MapPointOfInterest currentPOI = currentMapData.GetPointOfInterestData(); int crowdSize = 0; if (currentPOI == null) { crowdSize = crowdSize = currentMapData.GetCrowdSize(); //Crowd of enemies, } else { crowdSize = Random.Range(1, 8); //Points of interest - set random crowd size? } if (currentPOI == null) // ran into crowd of people. //enable generic backround { spriteRenderer.sprite = citySprite; } else { //Specific (port/graveyard etc) MapObject.PointOfInterestType type = currentPOI.m_PointOfInterestType; switch (type) { case MapObject.PointOfInterestType.CLIFF_EDGE: spriteRenderer.sprite = cliffSprite; break; case MapObject.PointOfInterestType.GRAVEYARD_CHURCH: spriteRenderer.sprite = graveSprite; break; case MapObject.PointOfInterestType.GANG_HEADQUARTERS: spriteRenderer.sprite = hqSprite; break; case MapObject.PointOfInterestType.NIGHTCLUB: spriteRenderer.sprite = clubSprite; break; case MapObject.PointOfInterestType.PARK: spriteRenderer.sprite = parkSprite; break; } } }
protected override void Awake() { base.Awake(); _planetSpriteRenderer = planetRenderer.GetComponent <SpriteRenderer>(); _planetNameText = planetRenderer.GetComponentInChildren <TextMeshProUGUI>(); _planetAnimator = planetRenderer.GetComponent <Animator>(); _planetLabel = planetRenderer.GetComponentInChildren <Image>(); _planetMask = planetRenderer.GetComponent <SpriteMask>(); _planetCanvas = planetRenderer.GetComponent <Canvas>(); _mapPointOfInterest = GetComponentInChildren <MapPointOfInterest>(); PlanetFound = false; _planetAnimator.SetBool("Visible", false); _planetNameText.enabled = false; }
public void SetStartingState(MapPointOfInterest point, bool isVisible) { _mapPointOfInterest.SetStartingState(isVisible, this); }
public void RevealPoint(MapPointOfInterest point) { point.HideMapPoint(); }
public void SetData(MapRegion currentR, MapPointOfInterest currentPOI, int crowdSize) { _currentRegion = currentR; _currentPointOfInterest = currentPOI; _currentCrowdSize = crowdSize; }