private UnityAction FilteredTransition(int i) { return(() => { if (!FilterManager.IsHappy || FilterManager.IsAlmostDark) { return; } m_levels[i].transform.position = m_gridElements.LevelCurrent.transform.position; if (i > 0) { m_levels[i - 1].GetComponent <GenerateLevel>().SetActiveLevel(false); } GenerateLevel nextLevel = m_levels[i].GetComponent <GenerateLevel>(); nextLevel.SetShadowMode(false); m_gridElements.LevelCurrent = nextLevel; InLevelSlot(m_gridElements.LevelCurrent); nextLevel.SetActiveLevel(true); TankScript.TankList.ForEach((TankScript tank) => tank.DestroyBullets()); if (i == 3) { PlayerScript.playerRef.transform.Find("Tank").GetComponent <TankScript>().allowHeavy = true; } if (PlayerBlock.PlayerStarter != null) { PlayerBlock.PlayerStarter.TeleportPlayer(); } }); }
private void Start() { var main = GameObject.Find("Main"); this.ms = main.GetComponent <TargetManagerBehaviour>(); this.shipPrefab = ReferenceBuffer.Instance.EditorInput.shipPrefab; var rb = main.GetComponent <ReferenceBuffer>(); this.gl = new GenerateLevel(this.ms, rb); ///Generate the environment this.gl.CylinderBasePrefab(new Vector3(40, 1, 40), true); ///... /// Player! this.player = this.gl.Player(new Vector3(0, 0, 0), true, true, true); this.mainCamera = GameObject.Find("MainCamera"); CamHandling camHandling = this.mainCamera.GetComponent <CamHandling>(); camHandling.target = this.player.transform; ///... //GameObject.Find("ScrollableInfoText").SetActive(false); this.GenerateEntites(); string text = File.ReadAllText(@"C:\Users\ASUS G751JY\source\repos\11111 Unity\UserCode\UserLevel\UserLevelMain.cs"); _ = ReferenceBuffer.Instance.capp.ApplyToSelectedTarget(text, this.targetSphere); }
void Start() { GameVars.init(); GenerateLevel level = new GenerateLevel(5, 30); //foreach (Resource wall in level.resources) { Instantiate(Resources.Load(wall.resource), wall.location, wall.angle); } StartCoroutine("SpawnWave", new Wave()); }
public override void OnStartLocalPlayer() { GenerateLevel serverInfo = GameObject.FindGameObjectWithTag("LevelModel").GetComponent <GenerateLevel>(); if (playerNumber == -1) { playerNumber = serverInfo.assignPlayer; ++serverInfo.assignPlayer; int workingIndex = 0; switch (playerNumber) { case 2: workingIndex = serverInfo.playerTwoIndex; break; case 3: workingIndex = serverInfo.playerThreeIndex; break; case 4: workingIndex = serverInfo.playerFourIndex; break; } int offset = (playerNumber - 1) * 8; GetComponent <SpriteRenderer>().sprite = spriteList[0 + offset]; SetPlayerIndex(serverInfo.indexToPosition(workingIndex)); GetComponent <SpriteRenderer>().sortingOrder = playerIndex.y + 101; transform.position = new Vector3(playerIndex.x, -playerIndex.y + 0.5f, 0); } base.OnStartLocalPlayer(); // Initalize things here, maybe grab a spawn location? }
// get the state and store the the type of game that is being dealt with void Start() { StateToLoad level = Component.FindObjectOfType(typeof(StateToLoad)) as StateToLoad; if (!level) { return; } level.FetchData(); _type = level.GetStateType(); _gameNameId = level.GetNameID(); //create the level with the data from the state GenerateLevel.Generate(level.GetByteData(), out _lowTiles, out _midTiles, out _highTiles, _lowPlane, _midPlane, _highPlane); //set up each tile foreach (Tile t in Component.FindObjectsOfType(typeof(Tile)) as Tile[]) { t.GetNeighbors(); } PlaneManager.PM.ReassociateTiles(); Destroy(level.gameObject); }
void Start() { /// References! var main = GameObject.Find("Main"); this.lm = main.GetComponent <LevelManager>(); var rb = main.GetComponent <ReferenceBuffer>(); this.ms = main.GetComponent <TargetManagerBehaviour>(); var gl = new GenerateLevel(this.ms, rb); /// /// Problem Text and Code! var infoText = rb.InfoTextObject; infoText.GetComponent <Text>().text = ProblemDesctiptions.level3; rb.ShowCode.SetText(InitialCodes.Level3); ///... /// Value Initialization this.gatheredTheSphere = false; this.placedTHeSphere = false; ///... /// Base GameObject baseCylinder = gl.CylinderBasePrefab(new Vector3(30, 1, 30), true); ///... /// Player and cam! this.player = gl.Player(this.initialPlayerPosition, true, true, true); this.mainCamera = GameObject.Find("MainCamera"); CamHandling camHandling = this.mainCamera.GetComponent <CamHandling>(); camHandling.target = this.player.transform; ///... /// Enitites! this.target = gl.GenerateEntity( EntityType.Target, new Vector3(7, 0, 0), PrimitiveType.Sphere, Color.white, null, "Level3Actor123"); this.toTransport = gl.GenerateEntity( EntityType.NonTarget, new Vector3(-7, 0, 0), PrimitiveType.Sphere, Color.red, null, "Level3ToTranport567"); this.destination = gl.GenerateEntity( EntityType.NonTarget, new Vector3(5, 0, 5), PrimitiveType.Cube, Color.gray, null, "Level3FinalPosition789"); ///... }
private void Start() { generateLevel = ScriptableObject.CreateInstance("GenerateLevel") as GenerateLevel; dataReader = ScriptableObject.CreateInstance("DataReader") as DataReader; StartCoroutine(Regenerate()); }
void Awake() { dictionary = GameObject.Find("Dictionary"); dictionaryOpened = false; dictionary.SetActive(dictionaryOpened); levelGenerator = GetComponent <GenerateLevel>(); }
//Use this for initialization void Start() { viewMesh = new Mesh(); viewMesh.name = "View mesh"; GetComponent <MeshFilter>().mesh = viewMesh; levelgenerator = GetComponentInParent <GenerateLevel>(); parent = GetComponentInParent <Boss>().gameObject.transform; }
void OnEnable() { DontDestroyOnLoad(this.gameObject); levelGen = GetComponent <GenerateLevel>(); SceneManager.sceneLoaded += OnSceneLoaded; //this only makes sense if this object persists through scenes UnityEventManager.StartListeningInt("MoMDeath", IsGameOver); UnityEventManager.StartListening("StartGame", StartNewGame); }
private void generateLevel() { GameObject levelGeneratorObject = Instantiate(levelGen, Vector3.zero, Quaternion.identity); GenerateLevel levelGenerator = levelGeneratorObject.GetComponent <GenerateLevel> (); levelGenerator.numEnemies = 12 + ((5 + levelNum) * levelNum) / 5; levelGenerator.width = 35 + levelNum * 3; levelGenerator.height = 35 + levelNum * 3; }
public override void OnStartServer() { GenerateLevel serverInfo = GameObject.FindGameObjectWithTag("LevelModel").GetComponent <GenerateLevel>(); playerNumber = serverInfo.assignPlayer; ++serverInfo.assignPlayer; SetPlayerIndex(serverInfo.indexToPosition(serverInfo.playerOneIndex)); GetComponent <SpriteRenderer>().sortingOrder = playerIndex.y + 101; transform.position = new Vector3(playerIndex.x, playerIndex.y + 0.5f, 0); }
private void MineStart() { playerGO = GameObject.FindGameObjectWithTag("Player"); generateLevel = FindObjectOfType <GenerateLevel>(); _gridBehavior = FindObjectOfType <GridBehavior>(); oreGenerator = FindObjectOfType <OreGenerator>(); _nextLevelLoadController = FindObjectOfType <NextLevelLoadController>(); progressBar = FindObjectOfType <ProgressBar>(); _chancesGenerator = FindObjectOfType <ChancesGenerator>(); }
void Awake() { //Check if instance already exists if (instance == null) { instance = this; this.onHeroHitPlatformEvent = new OnHeroHitPlatformEvent(); this.onHeroHitPlatformEvent.AddListener(onHeroHitPlatform); } }
private void generateLevel() { GameObject levelGeneratorObject = Instantiate(levelGen, Vector3.zero, Quaternion.identity); GenerateLevel levelGenerator = levelGeneratorObject.GetComponent <GenerateLevel> (); // 11 enemies at floor 1 with grid size of 30x30 // 27 enemies at floor 5 with grid size of 42x42 // 66 enemies at floor 10 with grid size of 57x57 levelGenerator.numEnemies = (int)((20 + ((5 + 2.5 * levelNum) * (4 + 2.5 * levelNum)) / 5) / 3); levelGenerator.width = 12 + (levelNum + 5) * 3; levelGenerator.height = 12 + (levelNum + 5) * 3; }
private void Start() { chunkList = new List <Chunk>(); generator = GameObject.FindGameObjectWithTag("Core").GetComponent <GenerateLevel>(); chunkList.Add(new Chunk(generator.AddChunk(0, 0), new Vector2(0, 0))); chunkList.Add(new Chunk(generator.AddChunk(0, -1), new Vector2(0, -1))); chunkList.Add(new Chunk(generator.AddChunk(1, 0), new Vector2(1, 0))); chunkList.Add(new Chunk(generator.AddChunk(1, -1), new Vector2(1, -1))); chunkList.Add(new Chunk(generator.AddChunk(-1, 0), new Vector2(-1, 0))); chunkList.Add(new Chunk(generator.AddChunk(-1, -1), new Vector2(-1, -1))); }
bool CanAttack() { Vector3 nearest = GenerateLevel.NearestTarget(GenerateLevel.Pits, Location); if (Vector3.Distance(nearest, Location) > 2 && canAttack) { return(true); } else { return(false); } }
void Reset(int lvl) { GenerateLevel.ClearMapParts(); _map = GenerateLevel.Instance.LoadLevel(lvl); _lastDir = EDirecton.NONE; _position = _map.Start; _toFillCount = 0; _dirMove = Vector2.zero; _hasWin = false; TextNextLvl.SetActive(false); var newFloatCoords = GenerateLevel.IntToFloatCoordinates(_position); Player.transform.position = new Vector3(newFloatCoords.x, Player.transform.position.y, newFloatCoords.y); }
void Awake() { changeScene = GameObject.FindGameObjectWithTag("ChangeScene").GetComponent <ChangeScene>(); changeScene.fieldSceneManager = this; plane = GameObject.FindGameObjectWithTag("Ground"); optionPanel = Instantiate(Resources.Load("Prefabs/OptionPanel"), Vector3.zero, Quaternion.identity) as GameObject; optionPanel.GetComponent <Options>().Create(canvas); genLevel = GetComponent <GenerateLevel>(); if (changeScene.randomLevel) { GoToMap.gameObject.SetActive(false); } }
IEnumerator AnimateFaceRotation(Vector3 contactPoint) { animating = true; //FindClosestPivot(contactPoint); // DEBUGHighlightPivot (); FindFaceToRotateByPivot(); Quaternion origin = smallRubikPivot.transform.localRotation; Quaternion target = smallRubikPivot.transform.localRotation * Quaternion.AngleAxis(90f, smallRubikPivot.transform.localPosition); Quaternion bigRubikOrigin = bigRubikPivot.transform.localRotation; Quaternion bigRubikTarget = bigRubikPivot.transform.localRotation * Quaternion.AngleAxis(90f, bigRubikPivot.transform.localPosition); float journey = 0f; float duration = 1f; sfx.PlayRandom("CubeFaceRotationSound", bigRubikPivot.position); //animating while (journey <= duration) { journey = journey + Time.deltaTime; float percent = Mathf.Clamp01(journey / duration); smallRubikPivot.localRotation = Quaternion.Slerp(origin, target, percent); bigRubikPivot.localRotation = Quaternion.Slerp(bigRubikOrigin, bigRubikTarget, percent); yield return(null); } smallRubikPivot.localRotation = target; bigRubikPivot.localRotation = bigRubikTarget; // reset parent for rooms to rubik (from pivot) foreach (Transform r in smallRubikRooms) { r.parent = smallRubik; } foreach (Transform r in bigRubikRooms) { r.parent = bigRubik; } GenerateLevel.RecollorPassages(); animating = false; }
private void Awake() { if (onDescending == null) { new UnityEvent(); } _player = GameObject.FindGameObjectWithTag("Player"); _gridBehavior = FindObjectOfType <GridBehavior>(); _csGlobal = FindObjectOfType <CsGlobal>(); oreGenerator = FindObjectOfType <OreGenerator>(); generateLevel = FindObjectOfType <GenerateLevel>(); progressBar = FindObjectOfType <ProgressBar>(); _canvas = FindObjectOfType <Canvas>(); _dataController = FindObjectOfType <DataController>(); }
void ManifestLevel(int index) { if (index >= Levels.Length) { currentLevel = Levels.Length - 1; index = currentLevel; } CameraTransform.localPosition = cameraRootPosition; levelState.Clear(); levelState.AddFrame(); levelState.Current.YCamera = 0; generatedLevel = GenerateLevel.Generate(ref constants, Levels[index], ref playerObject, Camera.transform, levelState.Current, levelState.Objects); levelState.SaveStates(); lastMoveResult = MoveResult.None; }
void OnSceneGUI() { GenerateLevel generator = (GenerateLevel)target; Handles.color = Color.red; int half_tile = Mathf.FloorToInt((float)generator.tile_size / 2); long width = generator.tile_size * generator.width + half_tile; long height = generator.tile_size * generator.height + half_tile; Handles.DrawLine(new Vector3(-half_tile, -half_tile, 0), new Vector3(-half_tile, height, 0)); Handles.DrawLine(new Vector3(-half_tile, -half_tile, 0), new Vector3(width, -half_tile, 0)); Handles.DrawLine(new Vector3(width, -half_tile, 0), new Vector3(width, height, 0)); Handles.DrawLine(new Vector3(-half_tile, height, 0), new Vector3(width, height, 0)); }
public override void OnInspectorGUI() { GenerateLevel mapGen = (GenerateLevel)target; if (DrawDefaultInspector()) { if (mapGen.autoUpdate) { mapGen.GenMap(); } } if (GUILayout.Button("Generate")) { mapGen.GenMap(); } }
public void LevelCompletedButton() { if (HandleTextFile.lvlName == "100") { GenerateLevel.LevelGenerate(); } else if (HandleTextFile.lvlName == "102") { SceneManager.LoadScene("Map"); } else { SceneManager.LoadScene("Map"); } }
void Start() { if (!isServer) { return; } lineRender = GetComponent <LineRenderer>(); foodPile = new GameObject[amount]; spawnPoints = new Vector3[amount]; GenerateLevel.SpawnObjects(amount, radius, clusterDist, Location, foodPile, InitialSpawn, LayerMask.NameToLayer("Food")); for (int i = 0; i < amount; i++) { spawnPoints[i] = foodPile[i].transform.position; foodPile[i].SetActive(false); foodPile[i].GetComponent <FoodObject>().RpcDestroy(); } StartCoroutine(SpawnFood()); }
public void Awake() { //ensure only one level generator exists at any given time if (!instance) { instance = this; } else if (instance != this) { Destroy(this); } if (player == null) { player = GameObject.FindWithTag("Player"); } }
// Use this for initialization void Start() { gl = FindObjectOfType (typeof(GenerateLevel)) as GenerateLevel; start_time = Time.time; GameObject timer = gameObject.transform.GetChild (0).gameObject; Color c = gameObject.GetComponent<SpriteRenderer> ().color; timer.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, 0.3f); // play fade in sound which_note = Random.Range (0, synth_notes.Length); AudioSource audio_source = timer.GetComponent<AudioSource> (); AudioClip clip = synth_notes [which_note]; audio_source.clip = clip; audio_source.volume = 0.5f; //audio_source.Play (); }
private void GenerateRandomLevel(int numberOfRooms, int roomsMaxWight, int roomsMaxHeight, int roomsMinWight, int roomsMinHeight) { var numberOfAttempts = 1; var i = 0; while (i < numberOfAttempts) { DestroyCanvasObjects(); var layout = GenerateLevel.Generate(numberOfRooms, roomsMinWight, roomsMaxWight, roomsMinHeight, roomsMaxHeight); var minX = layout.Rooms.Min(a => a.Position.X); var maxX = layout.Rooms.Max(a => a.Position.X); var minY = layout.Rooms.Min(a => a.Position.Y); var maxY = layout.Rooms.Max(a => a.Position.Y); var maxRoomSide = Mathf.Max(roomsMaxWight, roomsMaxHeight, roomsMinWight, roomsMinHeight); var sizeX = maxX - minX + maxRoomSide * 3; var sizeY = maxY - minY + maxRoomSide * 3; var Xoffset = -minX + 3 + maxRoomSide; var Yoffset = -minY + 3 + maxRoomSide; ConstractorUI.UIConstractor.GetComponent <ConstractorUI>().InstantiateLevelField(sizeX, sizeY); var levelStructure = Globals.LevelStructure; GenerateRooms(Xoffset, Yoffset, levelStructure, layout); GenerateDoors(Xoffset, Yoffset, levelStructure, layout); var isLevelPassable = GenerateItemsFromTemplate(Xoffset, Yoffset, levelStructure, layout); if (isLevelPassable) { DrawLevel(Xoffset, Yoffset, levelStructure); return; } roomsMaxWight++; roomsMaxHeight++; roomsMinWight++; roomsMinHeight++; i++; } }
private string DGAP_Aux(GenerateLevel gl) { if (gl == null) { return("_ "); } if (gl == m_gridElements.LevelCurrent) { return("C "); } if (gl == m_gridElements.LevelLast) { return("L "); } if (gl == m_gridElements.LevelNext) { return("N "); } return("X "); }
// Use this for initialization void Start() { gl = FindObjectOfType(typeof(GenerateLevel)) as GenerateLevel; start_time = Time.time; GameObject timer = gameObject.transform.GetChild(0).gameObject; Color c = gameObject.GetComponent <SpriteRenderer> ().color; timer.GetComponent <SpriteRenderer> ().color = new Color(c.r, c.g, c.b, 0.3f); // play fade in sound which_note = Random.Range(0, synth_notes.Length); AudioSource audio_source = timer.GetComponent <AudioSource> (); AudioClip clip = synth_notes [which_note]; audio_source.clip = clip; audio_source.volume = 0.5f; //audio_source.Play (); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GenerateLevel generator = (GenerateLevel)target; GUILayout.BeginHorizontal(); if (GUILayout.Button("Generate")) { generator.ResetDungeonVoid(true); } if (GUILayout.Button("Clear")) { generator.ClearDungeon(true); } GUILayout.EndHorizontal(); }
//#################################################################################################### void Start() { _screenHeight = Screen.height / 2; // _cameraZ = -Camera.main.transform.position.z / 2.0f + 0.5f; _cameraZ = -Camera.main.transform.position.z / 2.0f; _player = GameObject.FindGameObjectWithTag("Player"); _camera = Camera.main.transform; _scoreBoard = GameObject.FindWithTag("Scoreboard").GetComponent<TextMesh>(); _hiScoreBoard = GameObject.FindWithTag("HiScoreboard").GetComponent<TextMesh>(); _pauseMenu = GameObject.FindWithTag("UpgradeMenu"); _pauseMenu.SetActive(true); _startResume = _pauseMenu.GetComponentInChildren<TextMesh>(); _genLevel = GameObject.FindWithTag("LevelGenerator").GetComponent<GenerateLevel>(); //start in Menu, game paused Time.timeScale = 0; _playerStartPosition = _player.transform.position; _startPosition = transform.position; _player.transform.position = _player.transform.position - Vector3.up * 100.0f; }
void Awake() { current = this; }