// 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); }
// 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>(); }
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; }
public Node(Vector3 pos) { Passable = true; connectedNodes = new List <Node>(); Position = pos; if (GenerateGrid.IsOutsideMap(pos) || GenerateGrid.IsInsideBarrier(pos)) { Passable = false; } }
// 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> (); }
// 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); }
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() }); }
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; }
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); }
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++; } } } } }
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); }
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); }
void Awake() { newGrid = GetComponent <GenerateGrid>(); }
// Start is called before the first frame update void Start() { grid = FindObjectOfType <GenerateGrid>(); }
private void Start() { grid = GenerateGrid.instance; canBuild = false; horizontalAviableGrid.Add(grid.GetGrid[0][0]); }
private void Awake() { instance = this; MakeGrid(); }
private void OnEnable() { grid = FindObjectOfType <GenerateGrid>(); SetFactory(); }
void Awake() { mapHandlerRef = FindObjectOfType <GenerateGrid>(); }
// Start is called before the first frame update void Start() { gameManager = FindObjectOfType <GameManager>(); grid = FindObjectOfType <GenerateGrid>(); }