Example #1
0
 // Start is called before the first frame update
 void Start()
 {
     _map     = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>();
     _state   = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>();
     _builder = GameObject.FindGameObjectWithTag(Constants.TAG_CHUNK_BUILDER).GetComponent <ChunkBuilderScript>();
     _camera  = GameObject.FindGameObjectWithTag(Constants.TAG_MAIN_CAMERA).GetComponent <CameraMoverScript>();
 }
Example #2
0
    public static void RestartTreeScene(bool keepTrees = true)
    {
        GameObject treeScene = GameObject.Find("TreeScene");

        if (treeScene != null)
        {
            mainTrees.Add(treeManager.mainTree);
            foreach (TreeModel t in mainTrees)
            {
                t.setAlphaRecursive(t.alpha * 0.3f);
            }

            GameObject.DestroyImmediate(treeScene, true);
            Debug.Log("treeScene destoryed ");
        }

        GameObject treeSceneNew = GameObject.Instantiate(treePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity) as GameObject;

        Debug.Log("treeSceneNew made? " + treeSceneNew.name);
        treeSceneNew.name = "TreeScene";

        _hazardManager     = GameObject.Find("HazardManager").GetComponent <HazardManagerScript>();
        _shieldManager     = GameObject.Find("ShieldManager").GetComponent <ShieldScriptRounded>();
        _cameraManager     = GameObject.Find("CameraManager").GetComponent <CameraManagerScript>();
        _guiTimerManager   = GameObject.Find("GUITimerManager").GetComponent <GUITimerManagerScript>();
        _stateManager      = GameObject.Find("StateManager").GetComponent <StateManagerScript>();
        _treeManager       = GameObject.Find("TreeManager").GetComponent <TreeManagerScript>();
        _gameOverGUIScript = GameObject.Find("GameOverGUI").GetComponent <GameOverGUIScript>();

        //_treeManager.mainTree.x = -100f + Random.Range(0f, 200f);
        _treeManager.treePos = new Vector2(-100f + Random.Range(0f, 200f), 0);
    }
    // Use this for initialization
    void Start()
    {
        #region attemptAtStateMachine
        //PlayerAIs = new AIUnitScript[numberOfPlayers];
        //PlayerAIs[0] = null;
        //for (int i = 1; i < numberOfPlayers; i++)
        //{
        //    PlayerAIs[1] = new AIUnitScript_UtilityAI();
        //}
        #endregion
        goodness           = -Mathf.Infinity;
        enemyHealth        = 150f;
        overrideGoodness   = false;
        defenceTurnCounter = 0;

        shortestSquareResult = 0;

        currentTurnState = TurnsState.PlayerTurn;
        currentState     = States.WaitingForTurn;

        rows    = new List <int>();
        columns = new List <int>();

        movementActivated = false;
        pathBegun         = true;
        aiTurn            = false;

        endTurnTrue = false;
        instance    = this;
    }
        public override void Run()
        {
            #region Necessary properties

            Enemy = new EnemyData();
            V0    = 9.9f;
            V1    = Enemy.Distance;
            V2    = 420;
            V3    = Enemy.Distance;
            V4    = 1;
            V5    = Enemy.Distance;
            V6    = X;
            V7    = 9999999;

            #endregion

            #region My First Robot

            TurnLeft(Heading - 90);
            TurnGunRight(90);

            #endregion

            #region GARICS

            Console.WriteLine("Entered run method");
            BodyColor    = Color.Pink;
            StateManager = new StateManagerScript(new State0(this));

            #endregion

            while (true)
            {
                #region My first robot

                // Move our robot 5000 pixels ahead
                Ahead(5000);

                // Turn the robot 90 degrees
                TurnRight(90);


                #endregion

                #region GARICS

                StateManager.FrameCheck();
                SetFire(3);
                Execute();
                OldEnemy = Enemy;

                #endregion
            }
        }
    // Start is called before the first frame update
    void Start()
    {
        _map       = GameObject.FindGameObjectWithTag(Constants.TAG_MAP_MANAGER).GetComponent <MapManagerScript>();
        _state     = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>();
        _animation = GameObject.FindGameObjectWithTag(Constants.TAG_CHUNK_BUILDER).GetComponent <ChunkBuilderMouseAnimation>();
        _camera    = GetComponent <Camera>();

        INITIALSIZE = (_map._chunkHeightAndWidth / 2f) + 1;
        Debug.Log(INITIALSIZE);

        targetZoom = INITIALSIZE;
        SetInitialPosition();
    }
        /// <summary>
        ///     This method is called as soon as the match is loaded
        /// </summary>
        public override void Run()
        {
            Console.WriteLine("Run");
            Enemy               = new EnemyData();
            _stateManagerTop    = new StateManagerScript(new SeekState(this));
            _stateManagerBottom = new StateManagerScript(new WanderState(this));

            while (true)
            {
                _stateManagerTop.FrameCheck();
                _stateManagerBottom.FrameCheck();
                Execute();
                OldEnemy = Enemy;
            }
        }
        public override void Run()
        {
            Enemy         = new EnemyData();
            _stateManager = new StateManagerScript(new State0(this));
            v0            = ourRobot.X;
            v1            = ourRobot.Enemy.Position.Y;
            v2            = ourRobot.BattleFieldHeight;
            v3            = 1.1;
            v4            = ourRobot.Energy;
            v5            = ourRobot.X;
            v6            = 1.1;

            while (true)
            {
                _stateManager.FrameCheck();
                Execute();
                OldEnemy = Enemy;
            }
        }
 // Use this for initialization
 void Start()
 {
     currentTurnState = TurnsState.PlayerTurn_1;
     instance         = this;
 }
 // Start is called before the first frame update
 void Start()
 {
     _stateManager = GameObject.FindGameObjectWithTag(Constants.TAG_STATE_MANAGER).GetComponent <StateManagerScript>();
 }