private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } // Text manager TextManagerScreenCanvas = Resources.Load <GameObject>("ScreenCanvas"); DamageTextParent = Resources.Load <APopupText>("DamageTextParent"); IncrementProgress(); // Room generation AllRegularRooms = Resources.LoadAll <GameObject>("Regular"); AllBossRooms = Resources.LoadAll <GameObject>("Boss"); IncrementProgress(); // Bullets EnemyBullet = Resources.Load <GameObject>("EnemyBullet"); EnemySpawnerBullet = Resources.Load <GameObject>("EnemySpawnerBullet"); Bullet = Resources.Load <GameObject>("Bullet"); ImmolationBullet = Resources.Load <GameObject>("ImmolationBullet"); MeleeBullet = Resources.Load <GameObject>("MeleeBullet"); PlayerMeleeBullet = Resources.Load <GameObject>("PlayerMeleeBullet"); ShieldBullet = Resources.Load <GameObject>("ShieldBullet"); SpecialBullet = Resources.Load <GameObject>("SpecialBullet"); IncrementProgress(); // Audio string[] songsToLoad = { "overworld", "spooky", "fight" }; foreach (string song in songsToLoad) { Songs.Add( new AudioClip[] { (Resources.Load(song + "-1") as AudioClip), (Resources.Load(song + "-2") as AudioClip) }); } string[] soundsToLoad = { "crash1", "crash2", "crash3", "crash4", "plopp1", "plopp2", "mouth1-1", "mouth2-1", "mouth3-1", "mouth4-1", "mouth5-1", "tssss1", "tssss2", "pew1", "shield", "swish1" }; foreach (string sound in soundsToLoad) { Sounds.Add(Resources.Load(sound) as AudioClip); } IncrementProgress(); // Misc Player = Resources.Load <GameObject>("Player3D"); AllPowerups = Resources.LoadAll <GameObject>("powerups"); IncrementProgress(); }
void Start() { noise = new PerlinNoise(Seed); Map = PrefabRepository.Instance.Map; _repo = PrefabRepository.Instance; Random.InitState(Seed); World = new World(-128, 128, -32, 32); World.Seed = Seed; _repo.World = World; RegenerateMap(); LoadMap(); }
public Tile(PrefabRepository prefabRepo, int xCoord, int yCoord, int tileCode, int elementCode) { _prefabRepository = prefabRepo; //Determine tile information and buffer in use type = new TileType(tileCode); element = new TileElement(elementCode); if (!type.Buffer.IsDeadBuffer()) { buffer = type.Buffer; } else { buffer = element.Buffer; } entities = new LinkedList <Entity>(); //Create world representation of tile gridCoordinates = new CoordinatePair(xCoord, yCoord); position = GridRepository.Instance.PositionFromGridCoordinates(gridCoordinates); CreateGameObjectRepresentation(); }
public Task <bool> CreateRole([NotNull] CreateRoleOption option) { if (option == null) { throw new ArgumentNullException(nameof(option)); } option.Name = option.Name?.Trim() ?? throw new ArgumentNullException(nameof(option.Name)); if (option.Name.Length < 3) { throw new ArgumentOutOfRangeException(nameof(option.Name)); } Entity role; switch (option.Race) { case Race.Human: { role = PrefabRepository.GetPrefab("human.init").Clone(); } break; default: throw new ArgumentOutOfRangeException(); } Mapper.Map(option, role.Get <UnitComponent>()); role.Name = option.Name; role.Get <PositionComponent>().Pos = Config.Cfg.SpawnPoint; EntityRepository.SaveEntity(role); Roles.Add(role); Logger.Info($"New role {option.Name} has been added"); return(Task.FromResult(true)); }
/// <summary> /// MONOBEHAVIOUR Start /// </summary> void Start() { //Get the reference to the used prefab repository and initialize it PrefabRepository prefabRepository = GetComponent <PrefabRepository>(); prefabRepository.InitializeDictionaries(); //Setup the grid and load the map GridRepository gridRepository = GridRepository.Instance; gridRepository.LinkPrefabRepository(prefabRepository); LoadMap(); //<TEMPORARY> Spawn a test player GameObject playerPrefab = prefabRepository.PrefabOfPlayer(); GameObject player = GameObject.Instantiate(playerPrefab, new Vector3(1.5f, 1.5f, 0), Quaternion.identity) as GameObject; player.GetComponent <PlayerActionController>().LinkPrefabRepository(prefabRepository); //<TEMPORARY> Spawn a test player GameObject bystanderPrefab = prefabRepository.PrefabOfBystander(); GameObject bystander = GameObject.Instantiate(bystanderPrefab, new Vector3(1.5f, 2.5f, 0), Quaternion.identity) as GameObject; }
/// <summary> /// Keeps the provided PrefabRepository as reference, using it when necessary. /// </summary> /// <param name="prefabRepo">The repository to reference.</param> public void LinkPrefabRepository(PrefabRepository prefabRepo) { prefabRepository = prefabRepo; }
public void GetComponents() { PrefabRepository = gameObject.GetComponent(typeof(PrefabRepository)) as PrefabRepository; MazeGenerator = gameObject.GetComponent(typeof(MazeGenerator)) as MazeGenerator; MazeGenerator.LoadPrefabRepository(this.PrefabRepository); }
private void Awake() { instance = this; }
public TazerController(PrefabRepository prefabRepo) : base(prefabRepo) { ; }
public KnifeController(PrefabRepository prefabRepo) : base(prefabRepo) { ; }
public void LoadPrefabRepository(PrefabRepository prefabRepository) { this.PrefabRepository = prefabRepository; }
public EquipmentController(PrefabRepository prefabRepo) { this.prefabRepo = prefabRepo; ammo = StartingAmmo; }