// Use this for initialization void Start() { X = new IntegerArray[SizeX]; for (int i = 0; i < SizeX; i++) { X[i] = new IntegerArray(); X[i].Z = new int[SizeZ]; for (int j = 0; j < SizeZ; j++) { X[i][j] = 5; } } BuildOuterWall(); CarveRooms(); ArrangeGrid(); FloorBuilder fb = gameObject.AddComponent <FloorBuilder>(); int[,] grid = new int[SizeX, SizeZ]; for (int i = 0; i < SizeX; i++) { for (int j = 0; j < SizeZ; j++) { grid[i, j] = X[i][j]; // Debug.Log(i + ", " + j); // This checks out fine } } fb.BuildFloor(grid, parent); }
// Use this for initialization void Start() { current = this; GameManager.current.state = GameManager.GameState.AssembleTrack; floorMeshes = new FloorMesh[floorMeshCount]; for (int a = 0; a != floorMeshCount; ++a) { GameObject floorObject = (GameObject)Instantiate <GameObject>(floorMeshPrefab); floorObject.transform.position = Vector3.zero; floorMeshes[a] = floorObject.GetComponent <FloorMesh>(); floorMeshes[a].width = width; floorMeshes[a].length = length; floorMeshes[a].index = a; floorMeshes[a].coinIndex = -1; floorObject.transform.parent = transform; } floorTypeData = new FloorTypeData(); floorTypeData.floorCount = initialStraightLength; floorTypeData.floorTurningAngle = 0; obstacleCount = 0; obstacleCountRemain = 0; floorMeshes[0].prevPos1 = new Vector3(0, 0, 0); floorMeshes[0].prevPos2 = new Vector3(5, 0, 0); floorMeshes[0].dir = (new Vector3(0, -0.05f, 0.9f)).normalized; floorMeshes[0].prevDir = Vector3.forward; floorMeshes[0].makeMesh(); startIndex = 1; endIndex = 0; for (int a = 1; a != floorMeshCount; ++a) { /*remainingFloorCount--; * if (remainingFloorCount <= 0) * getFloorTypeByChallengeManager();//refreshFloorType(); * floorMeshes[a].prevDir = floorMeshes[a - 1].dir; * floorMeshes[a].dir = Quaternion.Euler(0, floorTurningAngle, 0) * floorMeshes[a].prevDir; * floorMeshes[a].prevPos1 = floorMeshes[a - 1].endPos1; * floorMeshes[a].prevPos2 = floorMeshes[a - 1].endPos2; * floorMeshes[a].makeMesh(); * * coinRemain--; * if(coinRemain>=0 && coinRemain < coinCount) * CoinGenerator.current.putCoin(a);*/ makeFloorByType(); } }
private Menu_Floor NewFloorMenu(int seed = 1) { RogueSharp.Random.IRandom iRand = new RogueSharp.Random.DotNetRandom(seed); var player = EntityBuilder.BuildPlayerEntity(); var dungeon = new DungeonState(player); dungeon.AddFloor(FloorBuilder.BuildFloor(dungeon, Config.FloorWidth, Config.FloorHeight, iRand.Next(Int16.MaxValue).ToString(), 0, player)); dungeon.AddFloor(FloorBuilder.BuildFloor(dungeon, Config.FloorWidth, Config.FloorHeight, iRand.Next(Int16.MaxValue).ToString(), 1)); dungeon.AddFloor(FloorBuilder.BuildFloor(dungeon, Config.FloorWidth, Config.FloorHeight, iRand.Next(Int16.MaxValue).ToString(), 2)); dungeon.FinalizeConstruction(); this.floorMenu = new Menu_Floor(this, dungeon); return(this.floorMenu); }
// Use this for initialization void Awake() { floorBuilder = FindObjectOfType <FloorBuilder>(); academy = FindObjectOfType <ObstacleTowerAcademy>(); killScreenPanel.SetActive(false); }
public void Setup() { _floorBuilder = new FloorBuilder(); }