Esempio n. 1
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 void Awake()
 {
     HexMetrics.noiseSource = noiseSource;
     HexMetrics.InitializeHashGrid(seed);
     cellShaderData = gameObject.AddComponent <HexCellShaderData>();
     CreateMap(cellCountX, cellCountZ);
 }
Esempio n. 2
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 public Terrain(HexCellShaderData ShaderData,
                HexCell cell)
 {
     this.ShaderData   = ShaderData;
     this.cell         = cell;
     this.roads        = new bool[6];
     this.riverTerrain = new RiverTerrain(cell, this);
 }
 void Awake()
 {
     HexMetrics.noiseSource = noiseSource;
     HexMetrics.InitializeHashGrid(seed);
     HexUnit.unitPrefab  = unitPrefab;
     cellShaderData      = gameObject.AddComponent <HexCellShaderData>();
     cellShaderData.Grid = this;
     CreateMap(cellCountX, cellCountZ, wrapping);
 }
Esempio n. 4
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 void Awake()
 {
     HexMetrics.noiseSource = noiseSource;
     HexMetrics.InitializeHashGrid(seed);
     //        HexMetrics.colors = colors;
     HexUnit.unitPrefab = unitPrefab;
     cellShaderData     = gameObject.AddComponent <HexCellShaderData>();
     CreateMap(cellCountX, cellCountZ);
 }
Esempio n. 5
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 public void Init(int sizeX, int sizeZ)
 {
     cellCountX             = sizeX;
     cellCountZ             = sizeZ;
     HexMetrics.noiseSource = noiseSource;
     HexMetrics.InitializeHashGrid(seed);
     cellShaderData      = gameObject.AddComponent <HexCellShaderData> ();
     cellShaderData.Grid = this;
     CreateMap(cellCountX, cellCountZ);
 }
Esempio n. 6
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 public void Awake()
 {
     terrainMaterial.DisableKeyword("GRID_ON");
     HexMetrics.noiseSource = noiseSource;
     HexMetrics.InitializeHashGrid(seed);
     HexUnit.unitPrefab  = unitPrefab;
     cellShaderData      = gameObject.AddComponent <HexCellShaderData> ();
     cellShaderData.Grid = this;
     CreateMap(cellCountX, cellCountY);
 }
Esempio n. 7
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    private void Awake()
    {
        HexMetrics.noiseSource = this.noiseSource;
        HexMetrics.InitializeHashGrid(this.seed);
        HexUnit.unitPrefab = this.unitPrefab;

        cellShaderData      = gameObject.AddComponent <HexCellShaderData>();
        cellShaderData.Grid = this;

        CreateMap(this.cellCountX, this.cellCountZ);
    }
Esempio n. 8
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    void Awake()
    {
        HexMetrics.noiseSource = noiseSource;
        HexMetrics.InitializeHashGrid(seed);

        pathfinder = GetComponent <GridPathfinder>();

        cellShaderData      = gameObject.AddComponent <HexCellShaderData>();
        cellShaderData.Grid = this;

        //CreateMap(cellCountX, cellCountZ, wrapping);
    }
Esempio n. 9
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    public void Init(int psizeX, int psizeY)
    //void Awake()
    {
        HexMetrics.noiseSource = noiseSource;
        HexMetrics.InitializeHashGrid(seed);
        //HexUnit.unitPrefab = unitPrefab;

        cellShaderData      = gameObject.AddComponent <HexCellShaderData>();
        cellShaderData.Grid = this;

        //CreateMap(cellCountX, cellCountZ);
        CreateMap(psizeX, psizeY);
    }
Esempio n. 10
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    void Awake()
    {
        HexMetrics.noiseSource = noiseSource;
        HexUnit.serverPrefab   = serverPrefab;
        HexUnit.clientPrefab   = clientPrefab;

        HexItem.itemPrefab = itemPrefab;

        cellShaderData      = gameObject.AddComponent <HexCellShaderData>();
        cellShaderData.Grid = this;

        photonView = PhotonView.Get(this);
    }
Esempio n. 11
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 public void Initialize(
     Vector3 localPosition,
     HexCoordinates coordinates,
     int index,
     int columnIndex,
     HexCellShaderData ShaderData
     )
 {
     transform.localPosition = localPosition;
     this.coordinates        = coordinates;
     this.Index       = index;
     this.ColumnIndex = columnIndex;
     this.ShaderData  = ShaderData;
     this.terrain     = new Terrain(this.ShaderData, this);
 }
    void Awake()
    {
        DontDestroyOnLoad(gameObject);

        HexMetrics.noiseSource = noiseSource;
        HexMetrics.InitializeHashGrid(seed);
        CharacterManager.unitPrefab = unitPrefab;
        cellShaderData = gameObject.AddComponent <HexCellShaderData>();
        CreateMap(cellCountX, cellCountZ);
        if (FindObjectOfType <GameManager>() != null && !String.IsNullOrEmpty(GameManager.Instance.filepathMap.ToString()))
        {
            Load(GameManager.Instance.filepathMap);
        }
        cellShaderData.Initialize(cellCountX, cellCountZ);
        foreach (HexCell hexCell in cells)
        {
            hexCell.IncreaseVisibility();
        }
    }
Esempio n. 13
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    private void Awake()
    {
        HexMetrics.noiseSource = noiseSource;

        gridCanvas = GetComponentInChildren <Canvas>();
        hexMesh    = GetComponentInChildren <HexMesh>();

        cells = new HexCell[colNum * rowNum];

        cellShaderData = gameObject.AddComponent <HexCellShaderData>();         //添加格子的Shader数据
        cellShaderData.Initialize(colNum, rowNum);

        int index = 0;

        for (int z = 0; z < rowNum; z++)
        {
            for (int x = 0; x < colNum; x++)
            {
                CreateCell(x, z, index);
                index++;
            }
        }
    }
Esempio n. 14
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 private void Awake()
 {
     Init();
     cellShaderData = gameObject.AddComponent <HexCellShaderData>();
     CreateMap(cellCountX, cellCountZ, wrapping);
 }