void Awake() { life = GetComponent <PlantLife> (); seq = GetComponent <playSequence> (); neighbours = life.neighbourPos; neighbourObj = new GameObject[6]; ybump = new Vector3(0, 1, 0); }
void Awake() { seq = GetComponent <AudioHelm.Sequencer>(); playSeq = GetComponent <playSequence>(); //grabs Sun ref neighbourPos = new Vector3[6]; bed = GameObject.FindGameObjectWithTag("Bed"); sleepScript = bed.GetComponent <Bed>(); }
void Start() { playAud = GetComponent <playSequence>(); //grabs Audio treeSounds = gameObject.AddComponent <AudioSource>(); //TerrainGridSystem ref tgs = TerrainGridSystem.instance; randomRotation = 60 * Random.Range(0, 6); // Clone Sapling prefabs and Instantiate groundTile = tgs.CellGetAtPosition(transform.position, true); //transform.SetParent (); cellIndex = tgs.CellGetIndex(groundTile); neighbors = tgs.CellGetNeighbours(groundTile); tgs.CellSetCanCross(cellIndex, false); //fills up neighborIndexes with the proper cell indexes for (int i = 0; i < neighbors.Count; i++) { int index = tgs.CellGetIndex(neighbors[i]); neighborIndexes.Add(index); neighbourPos[i] = tgs.CellGetPosition(index); //this gives you neighbor cell position //can be used to see which cell you’re being given //raycast to this position to get the plant collider and get the sequencer if (tgs.CellGetTag(index) == 2) { //this cell has a tree planted, but don’t run this in start //send to an array of “plants nearby” //for any rule make a bool in plantlife for “isFollowingRule” to see if neighbours are occupied or following a rule already //are two adjacent cells in the index occupied that’s a triad //if all cells are occupied that’s an arp, arp beats triad } } if (plantedInEditor) { ageCounter -= 1; transform.position = tgs.CellGetPosition(cellIndex); tgs.CellSetTag(cellIndex, 2); tgs.CellToggleRegionSurface(cellIndex, true, growingTexture); } else { //Set age and fruit ageCounter = 0; fruitAmount = 0; growthDay = 1; } StartCoroutine(Growth()); }