Esempio n. 1
0
 // Start is called before the first frame update
 void Start()
 {
     gridGenerator = FindObjectOfType <GenerateGrid>();
     exampleNode   = gridGenerator.NodeObjectPrefab.GetComponent <Node>();
     textTransform = Camera.main.GetComponentInChildren <Text>().gameObject;
     textTransform.GetComponent <Text>().enabled = false;
 }
 private void Awake()
 {
     youWon   = false;
     grid     = GameObject.FindGameObjectWithTag("Grid").GetComponent <GenerateGrid>();
     winPanel = GameObject.FindGameObjectWithTag("WinImage");
     winPanel.SetActive(false);
 }
Esempio n. 3
0
 // Start is called before the first frame update
 void Start()
 {
     productionTiles = new List <GridTile>();
     DisposalTiles   = new List <GridTile>();
     StorageTiles    = new List <GridTile>();
     WasteTiles      = new List <GridTile>();
     rawMats         = new List <GridTile>();
     grid            = FindObjectOfType <GenerateGrid>();
 }
Esempio n. 4
0
    public IEnumerator GenerateLevel()
    {
        generating   = true;
        game_started = false;
        if (this_level != null && this_level.level_object != null)
        {
            Destroy(this_level.level_object);
        }
        GameObject level_object = new GameObject();

        level_object.name = "Level";
        GenerateMaze maze_generator = GetComponent <GenerateMaze>();
        List <Cell>  cells          = maze_generator.GetMaze(new Cell[maze_x, maze_y], max_depth, steps_back, max_rooms);

        this_level = new Level {
            room_grid = new Room[maze_x, maze_y], object_grid = new GameObject[maze_x * grid_x, maze_y *grid_y], level_object = level_object
        };
        while (cells.Count > 0)
        {
            Cell current_cell = cells[0];
            cells.Remove(current_cell);
            this_level.room_grid[current_cell.pos.x, current_cell.pos.y] = new Room
            {
                pos           = current_cell.pos,
                parent_level  = this_level,
                room_object   = Instantiate(room_prefab, new Vector3(current_cell.pos.x * grid_x, 0, current_cell.pos.y * grid_y), Quaternion.identity),
                offset_x      = grid_x * current_cell.pos.x,
                offset_y      = grid_y * current_cell.pos.y,
                first         = current_cell.first_room,
                last          = current_cell.last_room,
                num_boxes     = (int)Mathf.Ceil((size_x * size_y) / 3.0f),
                num_templates = size_x * size_y,
                size_x        = size_x,
                size_y        = size_y,
                grid_x        = grid_x,
                grid_y        = grid_y
            };
            this_level.room_grid[current_cell.pos.x, current_cell.pos.y].room_object.transform.parent = this_level.level_object.transform;

            GenerateGrid generator = new GenerateGrid();
            generator.Generate(current_cell, this_level.room_grid[current_cell.pos.x, current_cell.pos.y]);

            GetComponent <GenerateObjects>().Generate(this_level.room_grid[current_cell.pos.x, current_cell.pos.y], this_level, show_dead_squares, hide_rooms);

            if (!game_started)
            {
                game_started = true;
                UpdateMove();
            }
            yield return(null);
        }
        yield return(new WaitForSeconds(1));

        generating = false;
    }
Esempio n. 5
0
    public Node(Vector3 pos)
    {
        Passable       = true;
        connectedNodes = new List <Node>();

        Position = pos;
        if (GenerateGrid.IsOutsideMap(pos) || GenerateGrid.IsInsideBarrier(pos))
        {
            Passable = false;
        }
    }
Esempio n. 6
0
 // Use this for initialization
 void Start()
 {
     //posX = posY = 0;
     myDMG        = 1;
     moveCounter  = Random.Range(3, 6);
     currMoves    = moveCounter;
     ignoreMove   = dmgUp = dmgMax = dodge = false;
     p1MechTeam   = true;
     myGridScript = GameObject.Find("GridGen").GetComponent <GenerateGrid> ();
     myTurnCont   = GameObject.Find("GameManager").GetComponent <TurnController> ();
 }
Esempio n. 7
0
    // Start is called before the first frame update
    void Start()
    {
        grid = FindObjectOfType <GenerateGrid>();

        number.SetText(numberofItems.ToString());
        if (numberofItems == 1)
        {
            decrease.interactable = false;
        }
        upgrade.Setnumber(numberofItems);
    }
Esempio n. 8
0
        public ContentResult GetMockTable()
        {
            IEnumerable <EnvDeployment> result = _mockRepository.Get();
            StringBuilder sb = GenerateGrid.GenerateDeployment(result);

            return(new ContentResult
            {
                ContentType = "text/html",
                StatusCode = (int)HttpStatusCode.OK,
                Content = sb.ToString()
            });
        }
Esempio n. 9
0
    void Awake()
    {
        //Create a new mesh
        Mesh mesh = new Mesh();

        //Give it a name
        mesh.name = "Procedural Grid";

        //Generate the mesh
        mesh = GenerateGrid.GenerateMesh(mesh, width, resolution);

        //Give the mesh to the mesh filter
        GetComponent <MeshFilter>().mesh = mesh;
    }
Esempio n. 10
0
    private void Start()
    {
        image  = GetComponent <Image>();
        button = GetComponent <Button>();
        grid   = GameObject.FindGameObjectWithTag("Grid").GetComponent <GenerateGrid>();

        image.sprite = squareOff;

        squarePosX = gameObject.transform.position.x;
        squarePosY = gameObject.transform.position.y;


        button.onClick.AddListener(TaskOnClick);
    }
Esempio n. 11
0
 void CountEmptyFactory()
 {
     grid = FindObjectOfType <GenerateGrid>();
     for (int i = 0; i < grid.GetHeight(); i++)
     {
         for (int j = 0; j < grid.GetWidth(); j++)
         {
             GridTile tile = grid.GetGrid(i, j);
             if (tile.factorySection == "Factory")
             {
                 if (!tile.occupied)
                 {
                     factoryFree++;
                 }
             }
         }
     }
 }
Esempio n. 12
0
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        GUIStyle customButton = new GUIStyle("button");

        customButton.fontSize  = 17;
        customButton.fontStyle = FontStyle.Bold;

        GenerateGrid myScript = (GenerateGrid)target;

        GUILayout.Space(40);
        if (GUILayout.Button("Generate Grid", customButton, GUILayout.Height(45)))
        {
            myScript.Generate();
        }
        GUILayout.Space(15);
    }
Esempio n. 13
0
 GridTile FindTile()
 {
     grid = FindObjectOfType <GenerateGrid>();
     if (activeUpgrade.itemSection == "RawMaterial")
     {
         for (int i = 0; i < grid.GetHeight(); i++)
         {
             for (int j = 0; j < grid.GetWidth(); j++)
             {
                 GridTile tile = grid.GetGrid(i, j);
                 if (tile.factorySection == "Storage")
                 {
                     if (tile.occupied == false)
                     {
                         return(tile);
                     }
                 }
             }
         }
     }
     else if (activeUpgrade.itemSection == "Production" || activeUpgrade.itemSection == "Disposal")
     {
         for (int i = 0; i < grid.GetHeight(); i++)
         {
             for (int j = 0; j < grid.GetWidth(); j++)
             {
                 GridTile tile = grid.GetGrid(i, j);
                 if (tile.factorySection == "Factory")
                 {
                     if (tile.occupied == false)
                     {
                         return(tile);
                     }
                 }
             }
         }
     }
     return(null);
 }
Esempio n. 14
0
 void Awake()
 {
     newGrid = GetComponent <GenerateGrid>();
 }
Esempio n. 15
0
 // Start is called before the first frame update
 void Start()
 {
     grid = FindObjectOfType <GenerateGrid>();
 }
Esempio n. 16
0
 private void Start()
 {
     grid     = GenerateGrid.instance;
     canBuild = false;
     horizontalAviableGrid.Add(grid.GetGrid[0][0]);
 }
Esempio n. 17
0
 private void Awake()
 {
     instance = this;
     MakeGrid();
 }
Esempio n. 18
0
 private void OnEnable()
 {
     grid = FindObjectOfType <GenerateGrid>();
     SetFactory();
 }
Esempio n. 19
0
 void Awake()
 {
     mapHandlerRef = FindObjectOfType <GenerateGrid>();
 }
Esempio n. 20
0
 // Start is called before the first frame update
 void Start()
 {
     gameManager = FindObjectOfType <GameManager>();
     grid        = FindObjectOfType <GenerateGrid>();
 }