private void Start() { Destroy(gameObject, waitTime); templates = GameObject.FindGameObjectWithTag("RoomTemplate").GetComponent <RoomTemplates>(); transform.parent = templates.roomListContainer.transform; Invoke("Spawn", 0.2f); }
private void Start() { Destroy(gameObject, waitTime); parent = GameObject.Find("Total Rooms").GetComponent <Transform>(); templates = GameObject.FindGameObjectWithTag("RoomsTemplates").GetComponent <RoomTemplates>(); Invoke("Spawn", 0.1f); }
void OnTriggerEnter2D(Collider2D other) { if ((other.CompareTag("SpawnPoint") && other.GetComponent <RoomSpawner>().spawned == true) || other.CompareTag("EntrySpawn")) { if (templates == null) { templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); } if (templates.roomSpawns.Contains(this)) { templates.roomSpawns.Remove(this); } if (templates.finalSpawns.Contains(this)) { templates.finalSpawns.Remove(this); } if (other.CompareTag("SpawnPoint")) { RoomSpawner otherspawner = other.GetComponent <RoomSpawner>(); for (int i = 0; i < doors.Length; i++) { if (doors[i] && !otherspawner.doors[i]) { otherspawner.doors[i] = true; Instantiate(getEndRoom(i), otherspawner.transform.position, Quaternion.identity); } } } //Debug.Log("Enter " + transform.position.x + ", " + transform.position.y + ": " + doors[0] + "," + doors[1] + "," + doors[2] + "," + doors[3]); Destroy(gameObject); } }
// Start is called before the first frame update void Start() { deadends = 0; Destroy(gameObject, waitTime); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", 0.35f); }
// Start is called before the first frame update void Start() { //Retrieve player controller to move player with playerController = PlayerController2D.instance; //Possible room templates templates = GetComponent <RoomTemplates>(); switch (currentBiome) { case Biome.GRASS: biomeRooms = templates.grassRooms; break; case Biome.DUNGEON: biomeRooms = templates.dungeonRooms; break; default: break; } //Add first/start room AddRoom(templates.roomsPerBiome[currentBiome].rooms[0]); AddExits(gameObject.transform.GetChild(0)); //Register event for roomclear EnemySpawner.instance.OnAllEnemiesCleared += SpawnLoot; }
void Start() { templates = GameObject.FindGameObjectWithTag("RoomTemplate").GetComponent <RoomTemplates>(); // 방을 생성하기전 Block 여부 판단, Destoryer와 충돌여부 판단을 위해 일정시간 후 생성 Invoke("Spawn", 0.15f); }
void OnTriggerEnter2D(Collider2D other) { try { templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); if (templates.doors.Contains(transform.parent.gameObject) == false) { if (other.gameObject.tag == "Door" || transform.parent.parent.parent.parent.GetComponent <AddRoom>().roomNumber <= 5) { // templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent<RoomTemplates>(); templates.doors.Add(transform.parent.gameObject); transform.parent.gameObject.SetActive(false); trans = transform.position; // Debug.Log("Test"); } else { templates.test++; // Debug.Log(other.gameObject.tag); // Debug.Log(transform.parent.parent.parent.parent.gameObject.name); } } } catch (Exception e) { // print(obj); // print("Door error"); } }
void Start() { searchForNeighbors = GetComponent <SearchForNeighborRooms>(); templates = FindObjectOfType <RoomTemplates>(); Invoke("ReplaceSpawnedRoom", 4f); Destroy(this, waitTime); }
private void Start() { Destroy(gameObject, waittime); // Sets template to the list of rooms declared in "RoomTemplates" templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", 0.1f); }
public void SetupScene(int level) { difficultyLevel = level; roomTemplates = gameObject.GetComponent <RoomTemplates>(); Transform firstRoomTransform = new GameObject("Room " + levelMap.Count).transform; Room firstRoom = firstRoomTransform.gameObject.AddComponent <Room>(); firstRoom.position = new Vector3(0f, 0f, 0f); firstRoom.doors = new int[4] { 1, 1, 1, 1 }; firstRoom.size = roomTemplates.templates[0].size; occupiedPositions.Add(firstRoom.position); CreateRoom(firstRoom); levelMap.Add(firstRoom); for (int i = 0; i < firstRoom.doors.Length; i++) { if (i % 2 == 0) { NewCorridor(Vector3.zero, roomTemplates.roomOffsets[i], 2, i); } else { NewCorridor(Vector3.zero, roomTemplates.roomOffsets[i], 1, i); } } }
void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; roomTemplates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); timeline = GameObject.FindGameObjectWithTag("Timeline").GetComponent <PlayableDirector>(); audio = GetComponentInChildren <AudioSource>(); }
void Start() { roomScript = gameObject.transform.parent.gameObject.GetComponent <RoomScript>(); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", templates.waitTime % 0.25f); //Destroy(gameObject, templates.waitTime * 2.0f); }
private void Update() { noOfRooms = roomControl.noOfRooms; table = GameObject.FindGameObjectWithTag("TableRooms"); started = roomControl.started; if (!blocked) { if (noOfRooms < 4) { templates = GameObject.Find("Room Templates Initial").GetComponent <RoomTemplates>(); } if ((noOfRooms >= 4) && (noOfRooms < 10)) { templates = GameObject.Find("Room Templates All").GetComponent <RoomTemplates>(); } else if ((noOfRooms >= 10) && (noOfRooms < 16)) { templates = GameObject.Find("Room Templates Small").GetComponent <RoomTemplates>(); } else if (noOfRooms >= 16) { templates = GameObject.Find("Room Templates Small 1 Exit").GetComponent <RoomTemplates>(); } } ButtonClickRoomSpawn(); }
void Start() { roomTemplates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); //Change to a Switch Statement if (doorDir == 1) { randNum = Random.Range(0, roomTemplates.bottomDoors.Count); Instantiate(roomTemplates.bottomDoors[randNum], transform.position, roomTemplates.bottomDoors[randNum].transform.rotation); //Spawn a Room with a Bottom Door. } if (doorDir == 2) { randNum = Random.Range(0, roomTemplates.leftDoors.Count); Instantiate(roomTemplates.leftDoors[randNum], transform.position, roomTemplates.leftDoors[randNum].transform.rotation); //Spawns a Room with a Left Door. } if (doorDir == 3) { randNum = Random.Range(0, roomTemplates.rightDoors.Count); Instantiate(roomTemplates.rightDoors[randNum], transform.position, roomTemplates.rightDoors[randNum].transform.rotation); //Spawn a Room with a Right Door. } if (doorDir == 4) { randNum = Random.Range(0, roomTemplates.topDoors.Count); Instantiate(roomTemplates.topDoors[randNum], transform.position, roomTemplates.topDoors[randNum].transform.rotation); //Spawn a Room with a Top Door. } }
void Start() { GM = GameObject.FindObjectOfType <GameManager>(); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", 0.5f); Destroy(gameObject, waitTime); }
private void Start() { Destroy(gameObject, 4f); templates = GameObject.FindGameObjectWithTag("RoomTemplates").GetComponent <RoomTemplates>(); spawned = false; Invoke("Spawn", 0.2f); }
void Start() { Grid = GameObject.Find("Grid"); Destroy(gameObject, waitTime); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", (0.1f + Random.Range(0f, 1.9f))); }
void Start() { Destroy(gameObject, waitTime); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", 1.1f); // StartCoroutine("SpawnAndWait()"); //Spawn(); }
void Start() { templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent<RoomTemplates>(); Invoke("spawn", 0.1f); Debug.Log("works"); }
private void Changeinterest() { RoomTemplates m_RT = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); int r = Random.Range(0, m_RT.m_RoomsList.Count - 1); m_TargetPos = m_RT.m_RoomsList[r].transform.position; m_Interest = 10f; }
void Start() { roomStat = Resources.FindObjectsOfTypeAll <RoomStats>()[0]; roomStat.finishGeneration = false; templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", 0.2f); }
// Start is called before the first frame update void Start() { // Tag attached to only one object, this object manages all rooms roomTemplates = GameObject.FindGameObjectWithTag("RoomTemplates").GetComponent <RoomTemplates>(); // Invoke method with delay to avoid spawn collisions Invoke("SpawnRooms", Random.Range(0.1f, 0.2f)); }
// Use this for initialization void Awake() { Destroy(gameObject, waitTime); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); room = GetComponentInParent <AddRoom>(); Invoke("Spawn", Random.Range(0.1f, 0.3f)); //Este random lo he puesto para que no se superpongan las habitaciones en casos especiales }
private void Start() { collector = GameObject.FindGameObjectWithTag("winText"); collectorText = collector.GetComponent <TextMeshProUGUI>(); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); timer = GameObject.FindGameObjectWithTag("timer"); timerText = timer.GetComponent <TextMeshProUGUI>(); }
void Start() { lights = transform.GetChild(0).gameObject.GetComponent <Light>(); tracker = transform.GetChild(2).gameObject; roomTemplates = GameObject.Find("Station").GetComponent <RoomTemplates>(); endingScript = GameObject.Find("Ending Interior").GetComponent <EndingScript>(); StartCoroutine(lightTimer(0.5F)); }
void Start() { myCollider = GetComponent <BoxCollider2D>(); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", 0.3f); Destroy(gameObject, waitTime); }
public override void Start() { loseText.SetActive(false); winText.SetActive(false); loadingCanvas.gameObject.SetActive(true); rt = GameObject.Find("Entry Room").GetComponent <RoomTemplates>(); Invoke("populateRooms", rt.waitTime); }
private void Start() { Destroy(gameObject, waitTime); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Debug.Log("set templates"); Invoke("Spawn", 1f); Debug.Log("invoked Spawn"); }
// public int[] spawnDirs; private void Start() { templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); templates.rooms.Add(this.gameObject); // spawnDirs = new int[4]; // spawnDirs = currRoom.transform.Find("SpawnPoint").GetComponent<RoomSpawner>().openingDirection; }
void Start() { Destroy(gameObject, _destroyAfter); // clears up memory by removing the spawn points _roomTemplates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("SpawnRooms", 0.1f); Invoke("CheckMissingRoom", 1f); }