public void init(Data_Level options) { //build sun GameObject go = new GameObject ("Sun"); sun = go.AddComponent<Light> (); sun.type = LightType.Directional; sun.transform.position = new Vector3 (0, 10, 0); setSun (options.sunColor, options.sunBrightness, options.sunDirection); //build grid tiles = new Dictionary<TilePosition, GameTile> (); tileHolder = new GameObject ("TileHolder"); tileHolder.transform.parent = transform; foreach(Data_GameTile tileOptions in options.tiles){ addTile(tileTemplate, tileOptions); } }
public void loadLevel() { Data_Level options = new Data_Level (); options.sunColor = new Color (1, 1, 1); options.sunBrightness = 1f; options.sunDirection = new Vector3 (45, 45, 0); JSONNode levelJson = io.loadData (projectName, levelName); List<Data_GameTile> tileOptions = new List<Data_GameTile> (); foreach (JSONNode node in levelJson["level"]["tiles"].AsArray) { Data_GameTile to = new Data_GameTile (); to.loadData(node); tileOptions.Add(to); } options.tiles = tileOptions; level.init (options); }
private void loadDefaultLevel() { Data_Level options = new Data_Level (); options.sunColor = new Color (0, 1, 1); options.sunBrightness = 1f; options.sunDirection = new Vector3 (45, 45, 0); List<Data_GameTile> tileOptions = new List<Data_GameTile> (); for(int x=0; x<defaultMapSize; x++){ for(int y=0; y<defaultMapHeight; y++){ for(int z=0; z<defaultMapSize; z++){ Data_GameTile to = new Data_GameTile (); to.position = new TilePosition (x, y, z); to.loadData(to.saveData()); tileOptions.Add(to); } } } options.tiles = tileOptions; level.init (options); }
private void loadRandomLevel() { Data_Level options = new Data_Level (); options.sunColor = new Color (Random.Range(0f,1f),Random.Range(0f,1f),Random.Range(0f,1f)); options.sunBrightness = Random.Range(.2f,2f); options.sunDirection = new Vector3 (Random.Range(0,180), Random.Range(0,180), 0); List<Data_GameTile> tileOptions = new List<Data_GameTile> (); for(int x=0; x<defaultMapSize; x++){ int height = Random.Range(1,6); for(int y=0; y<height; y++){ for(int z=0; z<defaultMapSize; z++){ Data_GameTile to = new Data_GameTile (); to.position = new TilePosition (x, y, z); to.loadData(to.saveData()); tileOptions.Add(to); } } } options.tiles = tileOptions; level.init (options); }