public void GenerateStartChunk(Dictionary <Vector3, Chunk> setOfChunks, Dictionary <Vector3, Chunk> visibleChunks) { GameObject newChunkObject = new GameObject(); newChunkObject.transform.position = Vector2.zero; newChunkObject.transform.SetParent(chunkParent); Chunk newChunk = newChunkObject.AddComponent <Chunk>(); newChunk.grid = grid; newChunk.tilemap.transform.SetParent(grid.transform); tileGenerator.GenerateTiles(newChunk, visibleChunks); visibleChunks.Add(Vector2.zero, newChunk); setOfChunks.Add(Vector2.zero, newChunk); }
private void Start() { Sfx.Instance.ChangeMusicTrack("Music", true); ResultData.Instance.Clear(); Oxygen = MaxOxygen; GameUi.SetOxygen(MaxOxygen); var initialTiles = TileGenerator.GenerateTiles(RowCount, ColumnCount); Player.PlayIdleAnim(GameDirection.Up); for (int i = 0; i < RowCount; i++) { _tiles.Add(new Tile[ColumnCount]); for (int j = 0; j < ColumnCount; j++) { _tiles[i][j] = initialTiles[i * ColumnCount + j]; _tiles[i][j].Index = (i, j); _tiles[i][j].transform.localPosition = new Vector3(j * OffsetBetweenTiles, i * -1 * OffsetBetweenTiles, 0); } } Score = 0; GameUi.SetScore(Score); }
private void Awake() { // To Keep GameManager Unique if (instance != null) { Destroy(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); tileGenerator = GetComponent <TileGenerator>(); tileGenerator.GenerateTiles(); } }
/// <summary> /// Load configuration, initialize and run the program. /// </summary> /// <param name="args">Command line arguments</param> /// <returns>Exit code</returns> private int Run(string[] args = null) { var settings = Settings.LoadOrDefault(Settings.SETTINGS_PATH); _logger = new Logger(settings.LogFilePath); _logger.Init(); _logger.Success("Loaded settings"); var tilesConfig = TileConfig.Load(settings.TilesConfigPath); _logger.Success("Loaded tiles configuration"); var generator = new TileGenerator(settings, _logger); _logger.Success("Initialized tiles generator"); var apps = generator.LookupApps(tilesConfig); if (apps.Count == 0) { _logger.Warning("No applications to process, check the shortcuts locations"); return(1); } else { _logger.Success($"Found {apps.Count} applications to process"); if (args.Length > 0) { apps = apps.Keep(args); // Only process given apps } var processedApps = generator.GenerateTiles(tilesConfig, apps); if (processedApps.Count > 0) { _logger.Success($"Processed {processedApps.Count}/{apps.Count} application(s) ({string.Join(", ", processedApps)})"); } else { _logger.Info("No tiles were generated"); } } return(0); }
/// <summary> /// Run the tile generation. /// </summary> /// <param name="sender">Event sender</param> /// <param name="e">Event arguments</param> private void GenerateTiles(object sender, RoutedEventArgs e) { var selectedApps = _viewModel.SelectedApps.Where(a => a.IsChecked).Select(a => a.Name); if (!selectedApps.Any()) { _msg.NoApplicationSelected(); return; } // else: ready to generate tiles var apps = _apps.Keep(selectedApps); // Generate tiles var processedApps = _generator.GenerateTiles(_tilesConfig, apps); if (processedApps.Count > 0) { _msg.TilesGenerated(processedApps.Count, apps.Count, processedApps); } else { _msg.NoTilesGenerated(); } }
// Start is called before the first frame update void Awake() { TileFactory = GetComponent <TileGenerator>(); TileFactory.GenerateBorder(); (BaseTileList, tileArray) = TileFactory.GenerateTiles(); }
private void InitScene() { tileGenerator.GenerateTiles(); }