Esempio n. 1
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 void GetLevelCreatorInfo()
 {
     levelCreatorInfo = AssetDatabase.LoadAssetAtPath("Assets/Resources/Prefabs/LevelCreatorInfo.prefab", typeof(LevelCreatorInfo)) as LevelCreatorInfo;
     levelBasePrefab  = levelCreatorInfo.levelBase;
     basicRoomPrefab  = levelCreatorInfo.basicRoom;
     doorPrefab       = levelCreatorInfo.doorPrefab;
 }
Esempio n. 2
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    /// <summary>
    /// Creates the base for the level where rooms can be added in
    /// </summary>
    public void SpawnBaseLevel()
    {
        levelCreatorInfo   = AssetDatabase.LoadAssetAtPath("Assets/Resources/Prefabs/LevelCreatorInfo.prefab", typeof(LevelCreatorInfo)) as LevelCreatorInfo;
        levelBaseMain      = new GameObject();
        levelBaseMain.name = "levelBaseMain";
        levelBasePrefab    = levelCreatorInfo.levelBase;
        LevelBase levelBaseStart = Instantiate(levelBasePrefab);

        levelBaseStart.transform.localScale = new Vector3(levelCreatorInfo.baseWidth, levelCreatorInfo.wallHeight, levelCreatorInfo.baseLenght);

        levelBaseStart.transform.parent = levelBaseMain.transform;
        levelBases     = new List <LevelBase>();
        rooms          = new List <Room>();
        roomBeingBuild = null;
        levelBases.Add(levelBaseStart);
    }
Esempio n. 3
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    //Wall methods region
    #region
    public void SpawnWall()
    {
        //Instantiate wall
        levelCreatorInfo = AssetDatabase.LoadAssetAtPath("Assets/Resources/Prefabs/LevelCreatorInfo.prefab", typeof(LevelCreatorInfo)) as LevelCreatorInfo;
        levelBasePrefab  = levelCreatorInfo.levelBase;
        wallBeingMade    = Instantiate(levelBasePrefab);
        wallBeingMade.transform.localScale         = new Vector3(2, levelCreatorInfo.wallHeight, 2);
        ActiveEditorTracker.sharedTracker.isLocked = true;
        GameObject[] selectObject = new GameObject[1];
        selectObject[0]   = wallBeingMade.gameObject;
        Selection.objects = selectObject;

        wallBeingMade.denominator = 1;
        wallBeingMade.numerator   = 1;
        //Check if intersecting with walls

        //Cut of part that is intersecting with wall
    }
Esempio n. 4
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 private void Awake()
 {
     _instance = this;
 }