// Use this for initialization void Start() { if (map == null && GameObject.Find("Map")) { map = GameObject.Find("Map").GetComponent <Map_Manager>(); } }
public void SaveMap(int stage) { GameObject[] Blocks = GameObject.FindGameObjectsWithTag("Block"); GameObject[] Balls = GameObject.FindGameObjectsWithTag("Ball"); foreach (GameObject gameObj in Blocks) { Block block = new Block { type = gameObj.tag, x = (int)gameObj.transform.position.x, y = (int)gameObj.transform.position.y, z = (int)gameObj.transform.position.z }; blocks.Add(block); } foreach (GameObject gameObj in Balls) { Block ball = new Block { type = gameObj.tag, x = (int)gameObj.transform.position.x, y = (int)gameObj.transform.position.y, z = (int)gameObj.transform.position.z }; blocks.Add(ball); } string filePath = string.Format(Application.persistentDataPath + "/Maps/Stage_" + stage.ToString()); Map_Manager.Write(blocks, filePath); }
void Awake() { // SpawnCaptains (); DontDestroyOnLoad(this.gameObject); monsterList.Clear(); captainList.Clear(); battleStarted = false; if (Application.loadedLevel == 0) { mapScript = GameObject.FindGameObjectWithTag("Map_Manager").GetComponent <Map_Manager> (); startingPlayerPos = mapScript.gameObject.transform.position; mapPositions = mapScript.InitGridPositionsList(); newTurn = true; } else if (Application.loadedLevel == 2) { survivedText = GameObject.FindGameObjectWithTag("Game Over Text").GetComponent <Text>(); if (gameOver && !stopGame) { // display game over text GameOverText(numberOfTurns); newTurn = false; } } }
Map_Manager mapScript; // when can just get the transform from this object anyway void Start() { // store the initial map manager position GameObject mapMan = GameObject.FindGameObjectWithTag("Map_Manager"); mapScript = mapMan.GetComponent <Map_Manager> (); townTarget = mapMan.GetComponent <Transform> (); target = townTarget; }
void Start() { myTransform = transform; myTag = gameObject.tag; mapScript = GameObject.FindGameObjectWithTag("Map_Manager").GetComponent <Map_Manager> (); townListCount = mapScript.townTiles.Count; startingListCount = townListCount; }
// Use this for initialization void Start() { myTransform = transform; mapScript = GetComponent <Map_Manager> (); townBuilding = GetComponent <TownBuilding> (); storedTownCount = mapScript.townTiles.Count; foreach (GameObject obj in mapScript.townTiles) { townTilePositions.Add(new Vector2(obj.transform.position.x, obj.transform.position.y)); } }
void Start() { gmScript = GameObject.FindGameObjectWithTag("GM").GetComponent <GameMaster> (); if (Application.loadedLevel == 0) { townCentral = GameObject.FindGameObjectWithTag("Town_Central").GetComponent <Town_Central>(); camFollowScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera_Follow>(); mapScript = GetComponent <Map_Manager>(); } myTransform = transform; // FOR NOW im going to spawn a selection box here to be able to see what town tile i have selected GameObject tileSelectBox = Instantiate(selectionBox, myTransform.position, Quaternion.identity) as GameObject; tileSelectBox.transform.parent = myTransform; stopSelecting = false; }
public void Mapping_LoadMap(int stage) { string filePath = string.Format(Application.persistentDataPath + "/Maps/Stage_" + stage.ToString()); List <Block> blocks = Map_Manager.Read(filePath); foreach (Block block in blocks) { if (block.type == "Block") { Instantiate(mapping_Block, new Vector3(block.x, block.y, block.z), Quaternion.identity); } else if (block.type == "Ball") { Instantiate(mapping_Ball, new Vector3(block.x, block.y, block.z), Quaternion.identity); } } }
public Mouse_Controls mouse; // to tell it to stop selecting void Start() { // check if name is null to see if this is a new gatherer or if it's already on the list if (name == null) { name = GetName(false); } myTransform = transform; town = GameObject.FindGameObjectWithTag("Town_Central"); townResources = town.GetComponent <TownResources> (); townCentral = town.GetComponent <Town_Central> (); GameObject map = GameObject.FindGameObjectWithTag("Map_Manager"); mapManager = map.GetComponent <Map_Manager> (); mouse = map.GetComponent <Mouse_Controls> (); gathering = true; }
void Awake() { mapScript = GetComponent <Map_Manager> (); mouseControls = GetComponent <Mouse_Controls> (); stopMouse = mouseControls.stopSelecting; }
void Start() { dig = GameObject.FindGameObjectWithTag("Digger").GetComponent<Digger>(); rm = GetComponent<Rooms_Manager>(); mm = GetComponent<Map_Manager>(); cm = GetComponent<Cleanup_Manager>(); //StartCoroutine(StartGeneration(1f)); }