Exemple #1
0
 private void generate(int number)
 {
     for (int i = 0; i < number; i++)
     {
         Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition());
         //Debug.Log(pos);
         Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0);
         //tile.SetColor(p, Color.red);
         //Debug.Log(tile.GetColor(p));
         GameObject x = Instantiate(enemy, p, Quaternion.identity);
     }
     for (int i = 0; i < number; i++)
     {
         Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition());
         //Debug.Log(pos);
         Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0);
         //tile.SetColor(p, Color.red);
         //Debug.Log(tile.GetColor(p));
         Instantiate(spawner, p, Quaternion.identity);
     }
     for (int i = 0; i < number; i++)
     {
         Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition());
         //Debug.Log(pos);
         Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0);
         //tile.SetColor(p, Color.red);
         //Debug.Log(tile.GetColor(p));
         Instantiate(healthpotion, p, Quaternion.identity);
     }
 }
Exemple #2
0
        public override void Generate(BoardGenerator boardGenerator)
        {
            GridPosition startPos = null;

            if (useRandomTunnelStartPositions)
            {
                startPos = boardGenerator.GetRandomGridPosition();

                for (int i = 0; i < numTunnels; i++)
                {
                    GridPosition randomGoalPosition = boardGenerator.GetRandomGridPosition();
                    if (spawnRoomsAtTunnelEnds)
                    {
                        SpawnRoomTemplateAtTunnelEnd(boardGenerator, randomGoalPosition);
                    }
                    DigTunnel(boardGenerator, startPos, randomGoalPosition);
                }
            }
            else if (connectLastStrataLayer)
            {
                List <GridPosition> goalPositions = BuildTunnelGoalList(boardGenerator);


                for (int i = 0; i < goalPositions.Count; i++)
                {
                    startPos = goalPositions[i];
                    int          loopingGoalPositionIndex = ((i + 1) % goalPositions.Count);
                    GridPosition targetPosition           = goalPositions[loopingGoalPositionIndex];
                    DigTunnel(boardGenerator, startPos, targetPosition);
                }
            }
        }
Exemple #3
0
 // Use this for initialization
 void Start()
 {
     counter = waveRate;
     num     = 10;
     board   = gameObject.GetComponent <BoardGenerator>();
     tile    = board.GetComponent <Tilemap>();
     //Debug.Log(board);
     for (int i = 0; i < num; i++)
     {
         Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition());
         //Debug.Log(pos);
         Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0);
         //tile.SetColor(p, Color.red);
         //Debug.Log(tile.GetColor(p));
         Instantiate(enemy, p, Quaternion.identity);
     }
     for (int i = 0; i < 5; i++)
     {
         Vector2 pos = board.GridPositionToVector2(board.GetRandomGridPosition());
         //Debug.Log(pos);
         Vector3Int p = new Vector3Int((int)(pos.x + 2), (int)pos.y + 2, 0);
         //tile.SetColor(p, Color.red);
         //Debug.Log(tile.GetColor(p));
         Instantiate(powerpotion, p, Quaternion.identity);
     }
 }
Exemple #4
0
        //public GameObject room = GameObject.Find("Room");

        // Use this for initialization
        void Start()
        {
            board = gameObject.GetComponent <BoardGenerator>();
            Debug.Log(board.name);
            GridPosition doory = board.GetRandomGridPosition();
            Vector2      testy = new Vector2(5, 5);
            Vector2      pos   = board.GetDoorPos();

            Debug.Log(pos);
            Instantiate(door, pos, Quaternion.identity);
        }