Example #1
0
        private void AddNode(List <string> methodParameter)
        {
            var pos = ExtractVec2fParameter(methodParameter, 0);
            var id  = ExtractGuidParameter(methodParameter, 1);

            var px = pos.Item1 * _scaleFactor;
            var py = pos.Item2 * _scaleFactor;

            var node = new NodeBlueprint(px, py, id);

            _currentNode = node;
            _result.LevelNodes.Add(node);
        }
Example #2
0
 public void SetUp(Node node, NodeBlueprint blueprint)
 {
     Node      = node;
     Blueprint = blueprint;
     sr.sprite = blueprint.sprite;
     if (node.nodeType == NodeType.Boss)
     {
         transform.localScale *= 1.5f;
     }
     initialScale        = sr.transform.localScale.x;
     visitedCircle.color = MapView.Instance.visitedColor;
     visitedCircle.gameObject.SetActive(false);
     SetState(NodeStates.Locked);
 }
    public void SetUp(Node node, NodeBlueprint blueprint)
    {
        mapManager = GameObject.FindGameObjectWithTag("MapManager").GetComponent <MapManager>();

        Node      = node;
        Blueprint = blueprint;
        sr.sprite = blueprint.sprite;
        if (node.nodeType == NodeType.Boss)
        {
            transform.localScale *= 1.5f;
        }
        initialScale        = sr.transform.localScale.x;
        visitedCircle.color = MapView.Instance.visitedColor;
        visitedCircle.gameObject.SetActive(false);
        SetState(NodeStates.Locked);

        escenas = GameObject.FindGameObjectWithTag("Escenas").GetComponent <Escenas>();

        switch (blueprint.nodeType)
        {
        case NodeType.MinorEnemy:
            scene = escenas.escenarioActual.escenasEnemigos[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasEnemigos.Count)];
            break;

        case NodeType.EliteEnemy:
            scene = escenas.escenarioActual.escenasEnemigosElites[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasEnemigosElites.Count)];
            break;

        case NodeType.Boss:
            scene = escenas.escenarioActual.escenasBosses[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasBosses.Count)];
            break;

        case NodeType.Treasure:
            scene = escenas.escenarioActual.escenasTesoros[UnityEngine.Random.Range(0, escenas.escenarioActual.escenasTesoros.Count)];
            break;

        case NodeType.Store:
            break;

        case NodeType.RestSite:
            scene = escenas.escenarioActual.escenaHoguera;
            break;

        case NodeType.Mystery:
            break;
        }
    }
Example #4
0
 public LevelData GetLevelData(NodeBlueprint bp)
 {
     return(GetLevelData(bp.LevelID));
 }