// Inits variables used throughout the onClick chain void Start() { spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); libs = GameManager.libs; GameObject go = GameObject.Find("GameManager"); gm = go.GetComponent <GameManager>(); }
/// <summary> /// Generates a placementmap out of a real map containing all available placements, as /// well as placement possibillities for special cases, like mines. /// </summary> /// <param name="map">Real map</param> /// <returns>A 2D array containing all available placements.</returns> private int[,] generatePlacementMap(int[,] map) { int debug_numAvailable = 0; int debug_numNotAvailable = 0; int debug_numMineAvailable = 0; int[,] tempMap = new int[map.GetLength(0), map.GetLength(1)]; for (int y = 0; y < map.GetLength(1); y++) { for (int x = 0; x < map.GetLength(0); x++) { int tile = map[x, y]; if ((IngameObjectLibrary.GetCategory(tile) == IngameObjectLibrary.Category.Ground) && (tile != MapMaker.WATER_SPRITEID)) { if (testForMine(new Point(x, y), map)) { map[x, y] = MINE_AVAILABLE; debug_numMineAvailable++; } else { tempMap[x, y] = AVAILABLE; debug_numAvailable++; } } else { tempMap[x, y] = NOT_AVAILABLE; debug_numNotAvailable++; } } } return(tempMap); }
/// <summary> /// Virtual method to return a buildings blueprint id /// </summary> /// <returns></returns> public virtual int GetSpriteBlueprintID() { return(local_sprite_blueprint + IngameObjectLibrary.GetOffset(CATEGORY)); }
/// <summary> /// Gets the unique global sprite id of this object. /// </summary> /// <returns>Sprite ID to be used with the IngameObjectLibrary</returns> public int GetSpriteID() { return(LocalSpriteID + IngameObjectLibrary.GetOffset(SpriteCategory)); }
/// <summary> /// Gets a random spriteID out of the available sprites. /// </summary> /// <returns>Valid Sprite ID</returns> public new int GetSpriteID() { return(localIDs[UnityEngine.Random.Range(0, localIDs.Length - 1)] + IngameObjectLibrary.GetOffset(category)); }
public int GetPortraitID() { return(portraitID + IngameObjectLibrary.GetOffset(SPRITEPORTRAITCATEGORY)); }
public int GetSpriteID() { return(LocalSpriteID + IngameObjectLibrary.GetOffset(SPRITECATEGORY)); }