/// <summary>
    /// Build the whole level.
    /// Edited by Courtney
    /// </summary>
    public void Start()
    {
        grassTile = (GameObject)Resources.Load("Prefabs/Tiles/Grass");
        projectilesEffectParent = map.transform.Find("ProjectilesEffects").transform;
        dotEffectParent         = map.transform.Find("DoTEffects").transform;
        aoEEffects = map.transform.Find("AoEEffects").transform;
        TileDict   = new Dictionary <Point, Tile>();
        float tileSize = grassTile.GetComponent <SpriteRenderer>().sprite.bounds.size.x;

        GenerateTiles(GameManager.Width, GameManager.Height, tileSize);
        EnemyManager.FindTargetTiles();
        SceneryGenerator.GenerateScenery();

        GridGraphManager.Setup(GameManager.Width, GameManager.Height, tileSize);
        Hover.Deactivate();
    }
Example #2
0
    // START:
    /// <summary>
    /// Start this instance.
    /// </summary>
    public void Start()
    {
        // Get the components
        dungeonGenerator = GetComponent<DungeonGenerator> ();
        sceneryGenerator = GetComponent<SceneryGenerator> ();

        stairsGenerator = GetComponent<StairsGenerator> ();
        roomGenerator = GetComponent<RoomGenerator> ();
        perimeterGenerator = GetComponent<PerimeterGenerator> ();
        entranceGenerator = GetComponent<EntranceGenerator> ();
        corridorGenerator = GetComponent<CorridorGenerator> ();
        voidGenerator = GetComponent<VoidGenerator> ();
        pitGenerator = GetComponent<PitGenerator> ();
        chestGenerator = GetComponent<ChestGenerator> ();
        caveGenerator = GetComponent<CaveGenerator> ();

        terrainCarver = GetComponent<TerrainCarver> ();
        terrainGenerator = GetComponent<TerrainGenerator> ();
        textureGenerator = 	GetComponent<TerrainTextureGenerator> ();

        // Initialize the instances
        stairsGenerator.Start ();
        roomGenerator.Start ();
        perimeterGenerator.Start ();
        entranceGenerator.Start ();
        corridorGenerator.Start ();
        voidGenerator.Start ();
        pitGenerator.Start ();
        chestGenerator.Start ();
        caveGenerator.Start ();

        terrainCarver.Start ();
        terrainGenerator.Start ();
        textureGenerator.Start ();

        // Initialize the floor array
        allFloors = new Floor[dungeonGenerator.numFloors];
    }
Example #3
0
 public void Start()
 {
     dungeonGenerator = GetComponent<DungeonGenerator> ();
     roomGenerator = GetComponent<RoomGenerator> ();
     perimeterGenerator = GetComponent<PerimeterGenerator> ();
     entranceGenerator = GetComponent<EntranceGenerator> ();
     sceneryGenerator = GetComponent<SceneryGenerator> ();
 }
Example #4
0
    // START AND UPDATE:
    void Start()
    {
        floorGenerator = GetComponent<FloorGenerator> ();
        sceneryGenerator = GetComponent<SceneryGenerator> ();

        floorGenerator.Start ();
        sceneryGenerator.Start ();

        cellTypeGrid = new CellType[numCellsX, numFloors, numCellsZ];
        floors = new Floor[numFloors];

        FillDungeon();

        floorGenerator.CreateFloor();
    }