void Start() { _cameraXPosition = _width * 0.5f - _tileSize * 0.5f; _cameraZPosition = _height * 0.5f - _tileSize * 0.5f; _cameraYPosition = 10.0f; _cameraForward = new Vector3(0, -1, 0); _cameraUp = new Vector3(0, 0, 1); _camera = Camera.main; _camera.transform.position = new Vector3(_cameraXPosition, _cameraYPosition, _cameraZPosition); _camera.transform.rotation = Quaternion.LookRotation(_cameraForward, _cameraUp); _grid = new Script_Grid(); _grid.InstantiateGrid(10, 10, 0); _friendlyList = new List <Script_IEntity> (); _enemyList = new List <Script_IEntity> (); _projectileList = new List <Script_IProjectile>(); _visualEffectsList = new List <Script_IVisual> (); _damageDealer = new Script_DamageDealer(this, _grid, new Vector3Int(6, 0, 5)); _friendlyList.Add(_damageDealer); _healer = new Script_Healer(this, _grid, new Vector3Int(4, 0, 5)); _friendlyList.Add(_healer); _tank = new Script_Tank(this, _grid, new Vector3Int(5, 0, 5)); _friendlyList.Add(_tank); _tank.InitializeBehaviourTree(); _healer.InitializeBehaviourTree(); _damageDealer.InitializeBehaviourTree(); _enemySpawner = new Script_EnemySpawner(this, _grid); }
void Awake() { _tileHeight = -1.0f; _senseTimerFrequency = 1.0f; _decideTimerFrequency = 1.0f / 2.0f; _actTimerFrequency = 1.0f / 30.0f; senseTimer = 0.0f; decideTimer = 0.0f; actTimer = 0.0f; cameraXPosition = width * 0.5f - tileSize * 0.5f; cameraZPosition = height * 0.5f - tileSize * 0.5f; cameraYPosition = 10.0f; cameraForward = new Vector3(0, -1, 0); cameraUp = new Vector3(0, 0, 1); Camera.main.transform.position = new Vector3(cameraXPosition, cameraYPosition, cameraZPosition); Camera.main.transform.rotation = Quaternion.LookRotation(cameraForward, cameraUp); GridTile = Resources.Load("Prefab_GridTile") as GameObject; Grid = new Script_Grid(this); Grid.InstantiateGrid(GridTile, 10, 10, _tileHeight, transform.rotation); GameObject sheep = Resources.Load("Prefab_Sheep") as GameObject; Grid.CreateSheep(sheep, 10, 10, 0, transform.rotation, 10); GameObject wolf = Resources.Load("Prefab_Wolf") as GameObject; Grid.CreateWolves(wolf, 10, 10, 0, transform.rotation, 3); }
void Start() { _isRunningSimulation = false; _entityList = new List <Script_IEntity> (); cameraXPosition = width * 0.5f - tileSize * 0.5f; cameraZPosition = height * 0.5f - tileSize * 0.5f; cameraYPosition = 15.0f; cameraForward = new Vector3(0, -1, 0); cameraUp = new Vector3(0, 0, 1); Camera.main.transform.position = new Vector3(cameraXPosition, cameraYPosition, cameraZPosition); Camera.main.transform.rotation = Quaternion.LookRotation(cameraForward, cameraUp); _grid = new Script_Grid(this); _grid.InstantiateGrid(10, 10, 0); InstantiateEntityAtRandomLocation <Script_TradingPost> (); InstantiateEntityAtRandomLocation <Script_FallenStar> (); InstantiateEntityAtRandomLocation <Script_SpaceShip> (); InstantiateEntityAtRandomLocation <Script_StarChaser>(); _ui = new Script_UI(_grid, this); }