Esempio n. 1
0
    public void RecruitCharacter()
    {
        Character recruitedCharacter = recruitableCharacter;

        HexGridController.SpawnCharacterForPlayerCrew(recruitedCharacter);
        recruitableCharacter = null;
        OnHarborChanged?.Invoke(this);
    }
    //The grid should be generated on game start
    void Start()
    {
        instance = this;
        //Get the Renderer component from the Hex prefab
        HexRenderer = HexPrefab.GetComponent <Renderer>();

        SetSizes();
        CreateRetangleGrid();
        //CreateTriangleGrid();
        //CreateHexagonalGrid();



        GameObject lineRenderer;


        lineRenderer = this.transform.Find("LineRenderer").gameObject;

        if (lineRenderer != null)
        {
            line = lineRenderer.GetComponent <LineRenderer>();
            line.SetPosition(0, map[0][0].transform.position);
            line.SetWidth(0.3f, 0.3f);
        }
        else
        {
            Debug.LogError("Could not find TextMesh object.");
        }


        for (int i = 0; i < map.Count; i++)
        {
            List <HexTile> row = map[i];
            for (int j = 0; j < row.Count; j++)
            {
                HexTile tile    = row[j];
                string  message = "i: " + i + "j: " + j + " gridPos: " + tile.gridPosition;
                Debug.Log(message);
            }
        }
    }
Esempio n. 3
0
    //Creates a player from a prefab and spawns a ship, starting characters and adds them to controllers
    private void CreateHumanPlayer()
    {
        Ship newShip = Instantiate(playerStarterShip);

        newShip.transform.SetParent(shipTransform);

        worldGrid.AddUnit(newShip, worldController.PlayerSpawnPosition, HexDirectionExtension.ReturnRandomDirection(), true);

        combatSystem.managementMap = playerStartingGridMap;

        Player newPlayer = new Player(newShip, true, playerCrewSimulation);

        MapTurnSystem.instance.AddPlayerToFirstPositionInTurnOrder(newPlayer);
        HexGridController.player = newPlayer;
        newPlayer.PlayerData.NextBountyChange = setupData.difficultySettings.bountyChanges;
        for (int i = 0; i < startingCharacters.Length; i++)
        {
            HexGridController.SpawnCharacterForPlayerCrew(startingCharacters[i]);
        }
        OnPlayerCreated?.Invoke(newPlayer);
    }
Esempio n. 4
0
 //The grid should be generated on game start
 void Start()
 {
     //Get the Renderer component from the Hex prefab
     rend    = hex.GetComponent <Renderer>();
     hexGrid = HexGridController.instance;
 }
 //The grid should be generated on game start
 void Start()
 {
     //Get the Renderer component from the Hex prefab
     rend = hex.GetComponent<Renderer>();
     hexGrid = HexGridController.instance;
 }
Esempio n. 6
0
 private void Start()
 {
     myGridController = GetComponentInParent <HexGridController>();
     ColorCheck();
 }