public override void OnInspectorGUI() { DrawDefaultInspector(); EditorGUILayout.HelpBox("Specify how many textures your script should affect. Then you specify for each texture the plant strength that it will generate (Default: 0 {no plants}).", MessageType.Info); PlantPlacement pp = (PlantPlacement)target; if (GUILayout.Button("Run plant generator")) { pp.RunPlantGenerator(); } }
/// <summary> /// Places a new Plant onto the map, using supplied PlantPlacement info, /// and the _plants objects /// </summary> /// <param name="placement">The Plant placement information</param> public void Place(PlantPlacement placement) { _placements.Add(placement.Position, placement); var newPlant = Instantiate( _plants[placement.PlantType], new Vector2(placement.Position.X * 3, placement.Position.Y * 3), Quaternion.identity ).GetComponent <PlantGrowth>(); newPlant.SetPlantStartTime(placement.TimeToComplete); }
public PlacePlantState(StateMachine source) : base(source) { gameManager = source as GameManager; plantPlacement = source.GetComponent <PlantPlacement>(); }