public Line(Vector2 _startPoint, bool _horizontal, ProceduralMap _mapa, float _nodeSize) { this.startPoint = _startPoint; this.horizontal = _horizontal; this.map = _mapa; this.nodeSize = _nodeSize; }
public override void OnInspectorGUI() { ProceduralMap mapGen = (ProceduralMap)target; if (DrawDefaultInspector()) { if (mapGen.autoUpdate) { mapGen.GenerateMap(); } } if (GUILayout.Button("Generate")) { mapGen.GenerateMap(); } }
public override void OnInspectorGUI() { ProceduralMap map = (ProceduralMap)target; if (DrawDefaultInspector()) { if (map.autoUpdate) { map.EditorStart(); } } if (GUILayout.Button("Generate Editor Preview")) { map.EditorStart(); } }
// Use this for initialization void Start() { //Generate map: var hilbert = HilbertCurve.GenerateHilbert(7); // HilbertCurve.Print(hilbert); var path = HilbertCurve.GetPath(hilbert, 10, Random.Range(8, 15), Random.Range(15, 23)); var map = ProceduralMap.GenerateMap(path, 3); //randomize boss order: Utils.Shuffle(stage.emitters); //place player and bosses: SetupPositions(map); //fill stageManagers list StageManager manager = new StageManager(); manager.LoadEmitters(stage); stageManager = manager; }