private Cardinal(BoundCheck chk, int x, int y)
        {
            this.chk = chk;

            this.x = x;
            this.y = y;
        }
Exemple #2
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    void Awake()
    {
        S = this;
        //Set utils.camBounds
        bndCheck = GetComponent <BoundCheck>();


        Invoke("SpawnEnemy", 1f / enemySpawnPerSecond);
    }
Exemple #3
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 void Awake()
 {
     bndCheck       = GetComponent <BoundCheck>();
     materials      = Utils.GetAllMaterials(gameObject);
     OriginalColors = new Color[materials.Length];
     for (int i = 0; i < materials.Length; i++)
     {
         OriginalColors[i] = materials[i].color;
     }
 }
Exemple #4
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    private void Awake()
    {
        S        = this;
        bndCheck = GetComponent <BoundCheck>();
        Invoke(nameof(SpawnEnemy), 1f / enemySpawnPerSecond);
        weaponDict = new Dictionary <WeaponType, WeaponDefinition>();

        foreach (WeaponDefinition definition in weaponDefinitions)
        {
            weaponDict[definition.type] = definition;
        }
    }
Exemple #5
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    void Awake()
    {
        S = this;
        //Set utils.camBounds
        bndCheck = GetComponent <BoundCheck>();


        Invoke("SpawnEnemy", 1f / enemySpawnPerSecond);
        WEAP_DICT = new Dictionary <WeaponType, WeaponDefinition>();
        foreach (WeaponDefinition def in weaponDefinitions)
        {
            WEAP_DICT[def.type] = def;
        }
    }
Exemple #6
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    private void Awake()
    {
        cube         = transform.Find("Cube").gameObject;
        letter       = GetComponent <TextMesh>();
        rb           = GetComponent <Rigidbody>();
        bndCheck     = GetComponent <BoundCheck>();
        cubeRenderer = GetComponent <Renderer>();
        Vector3 vel = Random.onUnitSphere;

        vel.z = 0;
        vel.Normalize();
        vel        *= Random.Range(driftMinMax.x, driftMinMax.y);
        rb.velocity = vel;

        transform.rotation = Quaternion.identity;
        rotPerSecond       = new Vector3(Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y),
                                         Random.Range(rotMinMax.x, rotMinMax.y));
    }
Exemple #7
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    void Awake()
    {
        //find the cube reference
        cube = transform.Find("Cube").gameObject;
        //fidn the TextMEsh
        letter = GetComponent <TextMesh>();

        rigid    = GetComponent <Rigidbody>();
        bndCheck = GetComponent <BoundCheck>();
        cubeRend = cube.GetComponent <Renderer>();


        //set a random velocity
        Vector3 vel = Random.onUnitSphere; //get random XYZ velocity

        //Random.onUnitSphere gives you a vector point that is somewhere
        //on the surface of the sphere with a radius of 1m around the origin
        vel.z = 0;       //flatten the vel to the XY plane
        vel.Normalize(); //make the length of the vel 1
        //normalizing a vector3 makes it length 1m
        vel           *= Random.Range(driftMinMax.x, driftMinMax.y);
        rigid.velocity = vel;



        //set the rotiation of this GameObject to R:[0,0,0]
        transform.rotation = Quaternion.identity;
        //Quaternion.identity is equal to no rotation

        //set up the rotPerSecond for the cube child using rotMinMax x and y
        rotPerSecond = new Vector3(Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y), Random.Range(rotMinMax.x, rotMinMax.y));



        birthTime = Time.time;
    }
Exemple #8
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 void Awake()
 {
     bndCheck = GetComponent <BoundCheck>();
 }
 void Awake()
 {
     bndCheck = GetComponent <BoundCheck>();
     rend     = GetComponent <Renderer>(); //d
     rigid    = GetComponent <Rigidbody>();
 }
Exemple #10
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    // Use this for initialization
    void Awake()
    {
        maxDistance = (sizeX + sizeZ) * 2;

        //graphHasBeenBuild = false;
        roomListIsSet = false;
        minX          = -sizeX;
        maxX          = sizeX;

        minZ = -sizeZ;
        maxZ = sizeZ;

        neighbours   = new List <Edge>();
        spanningTree = new List <GameObject>();
        weightGraph  = new List <List <float> >();
        //testEdge = new Edge();
        graph    = new List <Edge>();
        roomList = new List <GameObject>();
        GameObject dungeon = new GameObject("DungeonContainer");


        int x, z;

        for (int i = 0; i < cubeAmount; i++)
        {
            x = Random.Range(minX, maxX);
            z = Random.Range(minZ, maxZ);
            Vector3    pos = new Vector3((float)x, (float)0, (float)z);
            GameObject obj = (GameObject.CreatePrimitive(PrimitiveType.Cube));

            obj.transform.position = pos;
            obj.name = "v" + i;

            int objWidth  = Random.Range(minRoomSize, maxRoomSize);
            int objHeight = Random.Range(minRoomSize, maxRoomSize);
            obj.transform.localScale = new Vector3(objWidth, 1, objHeight);

            //int maxSize = objWidth>objHeight?objWidth:objHeight;
            //Collider objCol = obj.GetComponent<Collider>();
            //objCol.transform.localScale = new Vector3(maxSize,0,maxSize);

            BoundCheck bc = obj.AddComponent <BoundCheck>();
            bc.setSize(sizeX, sizeZ);


            Rigidbody rb = obj.AddComponent <Rigidbody>();
            rb.useGravity  = false;
            rb.isKinematic = false;
            Collider col = obj.GetComponent <Collider>();
            col.isTrigger = true;

            if (obj.transform.position.x >= maxX || obj.transform.position.x <= minX || obj.transform.position.z >= maxZ || obj.transform.position.z <= minZ)
            {
                //Debug.Log("Obj deleted");
                //Destroy(obj);
            }


            obj.transform.parent = dungeon.transform;

            roomList.Add(obj);
        }

        //testEdge.setEdge(roomList[0], roomList[1]);


        //createGraph

        for (int i = 0; i < roomList.Count; i++)
        {
            for (int j = i; j < roomList.Count; j++)
            {
                if (i != j)
                {
                    Edge e = new Edge(roomList[i], roomList[j]);
                    e.setEdge(roomList[i], roomList[j]);
                    graph.Add(e);
                }
            }
        }



        // Debug.Log("Graph primGraphSize:" + weightGraph.Count + "TestRow:" + weightGraph[0][0]);



        //size graph

        Debug.Log("Graph size:" + graph.Count);



        roomListIsSet = true;
    }