/// <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(); }
// 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]; }
public void Start() { dungeonGenerator = GetComponent<DungeonGenerator> (); roomGenerator = GetComponent<RoomGenerator> (); perimeterGenerator = GetComponent<PerimeterGenerator> (); entranceGenerator = GetComponent<EntranceGenerator> (); sceneryGenerator = GetComponent<SceneryGenerator> (); }
// 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(); }