// Start is called before the first frame update void Start() { tiles = new GameObject[Width, Height]; gridHolder = new GameObject(); gridHolder.transform.position = new Vector3(0, 0, 0); Instance = this; for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { GameObject newTile = Instantiate(tilePrefab); newTile.transform.parent = gridHolder.transform; newTile.transform.localPosition = new Vector2(Width - x - xOffset, Height - y - yOffset); tiles[x, y] = newTile; TileScript tileScript = newTile.GetComponent <TileScript>(); tileScript.SetColor(Random.Range(0, tileScript.Colors.Length)); } } GameObject centerTile = tiles[Width / 2, Height / 2]; GameObject newPlayer = Instantiate(playerPrefab); newPlayer.transform.parent = gridHolder.transform; newPlayer.transform.localPosition = centerTile.transform.localPosition; Destroy(centerTile); tiles[Width / 2, Height / 2] = newPlayer; //Destroy(tiles[2,3]); }
void Start() { var g = Instantiate(GridPrefab, new Vector3(0, 0, 0), Quaternion.identity); grid = g.GetComponent <GridMaker>(); grid.MoveCharacter += MoveCharacter; grid.GetSelectedCharacter += () => { return(SelectedCharacter); }; grid.GetCharacters += GetCharacters; grid.IsFirstTurn += IsFirstTurn; grid.SetFirstPosition += SetInitialCharacterPosition; team1 = new List <Character>(); team2 = new List <Character>(); InitializeTeams(); var teams = new List <Character>(); teams.AddRange(team1); teams.AddRange(team2); initative = new Initiative(); initative.Init(teams); Next(); }
private void NewSudoku() { myCanvas.Children.Clear(); GridMaker.AddRandomDigitsToGrid(ref grid, 81 - level); gridDrafter = new GridDrafter(grid); gridDrafter.CreateGridForSudoku(myCanvas); solved = new int[81]; Array.Copy(grid, solved, 81); Solver.TrySolveSudoku(solved); gridDrafter.AddInputsForUser(myCanvas, grid); TextBox[] tbs = gridDrafter.GetInputs(); foreach (TextBox tb in tbs) { if (tb != null) { tb.KeyDown += Inputs_KeyDown; } } NextSudoku.IsEnabled = false; CheckInputs.IsEnabled = true; SolveButton.IsEnabled = true; PointsText.Content = $"Points: {points}"; }
// Update is called once per frame void Update() { gridMaker = GameObject.Find("GridMaker").GetComponent <GridMaker>(); if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A) && !gridMaker.stopTile) { gridMaker.AudioSource.PlayOneShot(gridMaker.arrowDown); } if (Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.A) && !gridMaker.stopTile) { Swap(1, 0); gridMaker.AudioSource.PlayOneShot(gridMaker.arrowUp); } if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D) && !gridMaker.stopTile) { gridMaker.AudioSource.PlayOneShot(gridMaker.arrowDown); } if (Input.GetKeyUp(KeyCode.RightArrow) || Input.GetKeyUp(KeyCode.D) && !gridMaker.stopTile) { Swap(-1, 0); gridMaker.AudioSource.PlayOneShot(gridMaker.arrowUp); } }
public void TearDown() { // need to delete everything... if (isDirty) { // save it } if (gridMaker != null) { gridMaker.destroy(); gridMaker = null; } if (Layers != null) { int ix = 0; while (ix < Layers.Count) { Layers[ix].TearDown(); ix++; } } if (parentRoomObject != null) { GameObject.DestroyImmediate(parentRoomObject); } }
public void AddRandomDigitsToGrid_TooFewNumbers_Throws(int numberOfDigits) { int[] grid = new int[81]; var ex = Assert.Throws <Exception>(() => GridMaker.AddRandomDigitsToGrid(ref grid, numberOfDigits)); StringAssert.Contains("too few", ex.Message); }
public override void CleanUp() { if (gridPreview != null) { gridPreview.destroy(); gridPreview = null; } }
// Use this for initialization void Start() { if (useDebug) { _grid = GameObject.Find("Grid"); _gridmaker = _grid.GetComponent <GridMaker>(); } }
public void AddRandomDigitsToGrid_WhenCalled_PutRandomDigitsToGrid(int numberOfDigits) { int[] grid = new int[81]; GridMaker.AddRandomDigitsToGrid(ref grid, numberOfDigits); int result = grid.Count(g => g != 0); Assert.AreEqual(numberOfDigits, result); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GridMaker data = (GridMaker)target; if (GUILayout.Button("Update")) { data.OnButtonPressed(); } }
public IEnumerator SetCellToGreen(Cell cell) { yield return(new WaitForSecondsRealtime(delayStep)); GridMaker gridMaker = pathFinder.gridMaker; GameObject gridCell = gridMaker.gridCells[cell.x, cell.y]; //UpdateVisual(gridCell, cell); gridCell.GetComponent <NodeVisual>().SetColorGreen(); }
private void MakeEmptySudoku() { NewEmptySudokuButton.IsEnabled = false; SolveButton.IsEnabled = true; ErrorText.Content = ""; GridMaker.AddRandomDigitsToGrid(ref grid, 0); gridDrafter = new GridDrafter(grid); gridDrafter.CreateGridForSudoku(myCanvas); gridDrafter.AddInputsForUser(myCanvas, grid); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
// Start is called before the first frame update void Awake() { // set singleton Instance = this; Instantiate(Player); // ref other scripts gm = GameObject.Find("Grid Maker").GetComponent <GridMaker>(); progressController = GameObject.Find("Progress Arrow").GetComponent <ProgressController>(); st = GameObject.Find("Species Tracker").GetComponent <SpeciesTracker>(); audioSource = GetComponent <AudioSource>(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); GridMaker myScript = (GridMaker)target; if (GUILayout.Button("Refresh Grid")) { myScript.RefreshGrid(); } }
protected void Start() { GameCore.CheckSameColorEvent += ListenEvent; //Subscribes the event in the gameCore component gridMaker = FindObjectOfType <GridMaker>(); gameCore = FindObjectOfType <GameCore>(); myRigidbody = GetComponent <Rigidbody2D>(); myRigidbody.bodyType = RigidbodyType2D.Static; lastRow = (gridMaker.Rows * -2) + 2; //Calculates the last row ListenEvent(); //Runs the event just in case }
private void CreateGrid() { gameGrid = new GameObject("GameGrid"); gameGrid.transform.parent = transform; gameGrid.transform.position = transform.position; gridMaker = gameGrid.AddComponent <GridMaker>(); gridMaker.cellCount = cellCount; gridMaker.sizeSideGrid = sizeSideGrid; gridMaker.firstCellImage = firstCellImage; gridMaker.secondCellImage = secondCellImage; gridMaker.SetGrid(); }
// Use this for initialization void Start() { _grid = GameObject.Find("Grid"); _gridmaker = _grid.GetComponent <GridMaker>(); spriteRender = GetComponent <SpriteRenderer>(); bomb = Random.value < 0.15; x = (int)this.transform.position.x + 10; y = (int)this.transform.position.y + 10; Debug.Log(x); Debug.Log(y); _gridmaker.elements[x, y] = this; }
// Start is called before the first frame update void Awake() { // set singleton Instance = this; Instantiate(Player); // ref other scripts gm = GameObject.Find("Grid Maker").GetComponent <GridMaker>(); progressController = GameObject.Find("Progress Arrow").GetComponent <ProgressController>(); st = GameObject.Find("Species Tracker").GetComponent <SpeciesTracker>(); hd = GetComponent <HintDetection>(); audioSource = GetComponent <AudioSource>(); originalScale = backButton.transform.localScale.x; }
// Start is called before the first frame update void Start() { // ref to grid maker gm = GameObject.Find("Grid Maker").GetComponent <GridMaker>(); pc = GameObject.Find("Progress Arrow").GetComponent <ProgressController>(); gradeTracker = GameObject.Find("Current Grade").GetComponent <CurrentGradeTracker>(); // initialize player position this.transform.position = gm.tiles[2, 2].transform.position; matrixX = 2; matrixY = 2; gm.tiles[2, 2] = this.gameObject; moves.text = moveNum.ToString(); }
// Start is called before the first frame update void Start() { // ref to grid maker gm = GameObject.Find("Grid Maker").GetComponent <GridMaker>(); pc = GameObject.Find("Progress Arrow").GetComponent <ProgressController>(); currentAnimal = GameObject.Find("Game Manager").GetComponent <DisplayCurrentAnimal>(); audioSource = GetComponent <AudioSource>(); // initialize player position this.transform.position = gm.tiles[2, 2].transform.position; matrixX = 2; matrixY = 2; gm.tiles[2, 2] = this.gameObject; }
//public Text score; //public int scoreInt; //Does score go into the tiles script? //public int C; //public int W; // Start is called before the first frame update void Start() { //GridMaker gridScript = gridMaker.GetComponent<GridMaker>(); gridMaker = GameObject.Find("Grid").GetComponent <GridMaker>(); mvmnt = 10; movement.text = mvmnt.ToString(); //scoreInt = 0 Up = GameObject.Find("ButtonUP").GetComponent <Button>(); Up.onClick.AddListener(delegate { Pressed(0, -1, "Button UP"); }); Down = GameObject.Find("ButtonDOWN").GetComponent <Button>(); Down.onClick.AddListener(delegate { Pressed(0, 1, "Button Down"); }); Left = GameObject.Find("ButtonLeft").GetComponent <Button>(); Left.onClick.AddListener(delegate { Pressed(1, 0, "Button Left"); }); Right = GameObject.Find("ButtonRight").GetComponent <Button>(); Right.onClick.AddListener(delegate { Pressed(-1, 0, "Button Right"); }); }
// Start is called before the first frame update void Start() { //set up instance and create the gridHolder Instance = this; gameState = "start"; monsterScript = monster.GetComponent <MonsterScript>(); tiles = new GameObject[WIDTH, HEIGHT]; gridHolder = new GameObject(); gridHolder.transform.position = new Vector3(-1f, -0.5f, 0); CreateGrid(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); GridMaker maker = (GridMaker)target; if (GUILayout.Button("Build Grid")) { maker.CreateGrid(); } if (GUILayout.Button("Delete Grid")) { maker.DeleteGrid(); } }
// Start is called before the first frame update void Start() { tiles = new GameObject[Width, Height]; gridHolder = new GameObject(); gridHolder.transform.position = new Vector3(0, 0, 0); Instance = this; source = GetComponent <AudioSource>(); for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { GameObject newTile = Instantiate(tilePrefab); newTile.transform.parent = gridHolder.transform; newTile.transform.localPosition = new Vector2(Width - x - xOffset, Height - y - yOffset); tiles[x, y] = newTile; TileScript tileScript = newTile.GetComponent <TileScript>(); tileScript.SetSprite(Random.Range(0, tileScript.Sprites.Length)); } } if (!TimerScript.Paused) { source.PlayOneShot(Music, Vol2); Debug.Log("music"); } //particles /*ParticleSystem particleSys = tilePrefab.GetComponent<ParticleSystem>(); * var em = particleSys.emission; * em.enabled = false; */ GameObject centerTile = tiles[Width / 2, Height / 2]; GameObject newPlayer = Instantiate(playerPrefab); newPlayer.transform.parent = gridHolder.transform; newPlayer.transform.localPosition = centerTile.transform.localPosition; Destroy(centerTile); tiles[Width / 2, Height / 2] = newPlayer; //Destroy(tiles[2,3]); }
public CreateRoomWindow(Architect g) { GameObject gpo = new GameObject(); gpo.name = "CreateGridPreview"; gridPreview = (GridMaker)gpo.AddComponent(typeof(GridMaker)); //gridPreview.setup(posx, posy, width, height, 2); architect = g; if (gridPreview.setup(posx, posy, width, height, 2)) { // position the camera in the middle of the new room architect.setPosition(posx + (width / 2), posy + (height / 2)); } title = "Create Room"; }
// Use this for initialization void Start() { //grab the grid maker grid = GameObject.Find("Grid"); DebugUtils.Assert(grid); gridMaker = grid.GetComponent <GridMaker> (); DebugUtils.Assert(gridMaker); sand = GameObject.Find("SandBackground"); DebugUtils.Assert(sand); cameraObject = GameObject.Find("Main Camera"); DebugUtils.Assert(cameraObject); //make sure we have a global state - create one if it's missing (probably started scene from within Unity editor) GameObject glob = GameObject.Find("GlobalState"); if (glob) { globalState = glob.GetComponent <GlobalState>(); } else { globalState = grid.AddComponent <GlobalState>(); Debug.LogWarning("Creating global state object on the fly - assuming game is running in editor"); } //size the ant to fill one grid cell, and put it in a bottom centre cell Sprite sprite = GetComponent <SpriteRenderer> ().sprite; antBounds = sprite.bounds; transform.localScale = new Vector3(1.0f / antBounds.size.x * gridMaker.gridCellWidth, 1.0f / antBounds.size.y * gridMaker.gridCellHeight, 1.0f); antPos.x = (int)(gridMaker.gridSizeHorizontal / 2.0f); targetPos = antPos; ResetProbabilities(); UpdateMovement(); }
// Use this for initialization void Start() { NetworkStartPosition[] allPos = FindObjectsOfType <NetworkStartPosition>(); NetworkStartPosition myPos = allPos[0]; foreach (NetworkStartPosition p in allPos) { if (p.gameObject.transform.position == transform.position) { myPos = p; } } // Set Despawnpoint myPos.GetComponentInChildren <EndzoneDespawn>().gameObject.transform.SetParent(this.transform); // Set Grid GridMaker gm = myPos.GetComponentInChildren <GridMaker>(); gm.gameObject.transform.SetParent(this.transform); gm.transform.position.Set(transform.position.x, 0.0f, transform.position.z); GetComponent <PlayerController>().Init(); GetComponentInChildren <AlgorithmBot>(true).gridMaker = gm.gameObject; }
public void GenerateRoom() { if (parentRoomObject == null) { parentRoomObject = new GameObject(); parentRoomObject.name = "Room" + this.PositionX + "_" + this.PositionY; parentRoomObject.transform.localScale = new Vector3(1, 1, 1); parentRoomObject.transform.position = new Vector3(this.PositionX, this.PositionY, 0); } if (grid != null) { //GameObject.DestroyImmediate(grid); //grid = null; } else { grid = new GameObject(); grid.name = "DisplayGrid"; grid.transform.parent = parentRoomObject.transform; gridMaker = (GridMaker)grid.AddComponent(typeof(GridMaker)); gridMaker.posx = this.PositionX; gridMaker.posy = this.PositionY; gridMaker.width = this.Width; gridMaker.height = this.Height; } if (Layers != null) { int ix = 0; while (ix < Layers.Count) { Layers[ix].GenerateLayer(this); ix++; } } }
private void Awake() { grid = GetComponent <GridMaker>(); }
// Use this for initialization void Start() { //grab the grid maker grid = GameObject.Find ("Grid"); DebugUtils.Assert(grid); gridMaker = grid.GetComponent<GridMaker> (); DebugUtils.Assert(gridMaker); sand = GameObject.Find ("SandBackground"); DebugUtils.Assert (sand); cameraObject = GameObject.Find ("Main Camera"); DebugUtils.Assert(cameraObject); landslideIndicator = GameObject.Find("MySlider"); DebugUtils.Assert (landslideIndicator); chanceDisplay = GameObject.Find("MyChanceDisplay"); DebugUtils.Assert(chanceDisplay); timerDisplay = GameObject.Find("MyStageTimer"); DebugUtils.Assert(timerDisplay); stageDisplay = GameObject.Find("MyStageIndicator"); DebugUtils.Assert(stageDisplay); Text txt = stageDisplay.GetComponent<Text>(); txt.text = "STAGE " + currentStage.ToString(); finalChanceDisplay = GameObject.Find("MyLandslideChance"); DebugUtils.Assert(finalChanceDisplay); //make sure we have a global state - create one if it's missing (probably started scene from within Unity editor) GameObject glob = GameObject.Find ("GlobalState"); if (glob) { globalState = glob.GetComponent<GlobalState>(); } else { globalState = grid.AddComponent<GlobalState>(); Debug.LogWarning("Creating global state object on the fly - assuming game is running in editor"); } //size the ant to fill one grid cell, and put it in a bottom centre cell Sprite sprite = GetComponent<SpriteRenderer> ().sprite; antBounds = sprite.bounds; transform.localScale = new Vector3 (1.0f/antBounds.size.x * gridMaker.gridCellWidth, 1.0f/antBounds.size.y*gridMaker.gridCellHeight, 1.0f); antPos.x = (int)(gridMaker.gridSizeHorizontal / 2.0f); targetPos = antPos; ResetProbabilities(); UpdateMovement (); }