void Start() { // script ref generator = GetComponent <MazeConstructor>(); // cal func StartNewGame(); }
/* * Initialization method */ private void Start() { ScenesController scenesController = GameObject.FindGameObjectWithTag("ScenesController").GetComponent <ScenesController>(); mazeConstructor = GetComponent <MazeConstructor>(); respawnSystem = GetComponent <RespawnSystem>(); mazeSurface = GetComponent <NavMeshSurface>(); // Maze construction mazeConstructor.GenerateNewMaze(scenesController.currentMazeRows, scenesController.currentMazeColumns); // Spawn system initialization respawnSystem.InitilizeRespawnSystem(mazeConstructor.mazeData); // Maze nav mesh surface baking mazeSurface.BuildNavMesh(); // Player positioning respawnSystem.SetPlayerRespawn(); // Enemy respawns respawnSystem.SetEnemyRespawnsPositions(); // Final point respawnSystem.SetFinalPoint(); // Consumables respawnSystem.SetConsumableLocations(); }
/// <summary> /// function called when the player hits the start button on the main menu /// </summary> public void StartGame() { //shows the correct UI uiManager.ActivateInGameUI(); //generates the maze with the right sizes generator = GetComponent <MazeConstructor>(); width = initialWidth; height = initialHeight; generator.GenerateNewMaze(initialWidth, initialHeight); //set the camera to the center of the maze as the maze grow through the levels cam.GetComponent <Camera>().orthographicSize = initialCameraZoom; CameraPosition(); //we start at level 1 level = 1; uiManager.UpdateLevelIndicator(level); if (playerInstanciated == false) { //we instanciate the player and set it to the right position player = Instantiate(player, Vector3.zero, Quaternion.identity); playerInstanciated = true; } else { //if we already instatiated the player, just set it active //can happen if we restart playing. We don't need to instatiate an other player player.SetActive(true); } //sets the player at the right location player.GetComponent <PlayerController>().CharacterInitialPosition(); }
public void beginSession() { deleteButton.enabled = false; duringCanvas.GetComponent <Canvas> ().enabled = true; startCanvas.GetComponent <Canvas> ().enabled = false; mazeInstance = Instantiate(mazePrefab) as MazeConstructor; mazeInstance.mazeSize = mazeSizeSetting; mazeInstance.hallwaySize = mazeCorridorSetting; mazeInstance.buildDelay = (float)mazeSpeedSetting; mazeInstance.botSpeed = botSpeedSetting; if (sessionCheck) { establishSession(); } else { establishNewInstance(); } StartCoroutine(mazeInstance.Generate()); deleteButton.enabled = true; }
public MazeViewModel(MazeSettings settings) { _Settings = settings; _Constructor = new MazeConstructor(settings); _CellsViewModelsList = GetCellsViewModelsList(); Content = GetMazeVisualization(); }
void Start() { _agentGO = GameObject.Instantiate(_agentGO, this.transform); _destinationG0 = GameObject.Instantiate(_destinationG0, this.transform); _generator = GetComponent <MazeConstructor>(); _navAgent = _agentGO.GetComponent <NavMeshAgent>(); StartNewMaze(); _isFirstTime = false; }
void Start() { generator = GetComponent <MazeConstructor>(); objectBank = FindObjectOfType <ObjectBank>(); trees = new GameObject("Trees"); arbors = new GameObject("Arbors"); banks = new GameObject("Banks"); StartNewGame(); }
void Start() { //if (!PV.IsMine) //{ // return; //} generator = GetComponent <MazeConstructor>(); // PV.RPC("StartNewGame", RpcTarget.All); StartNewGame(); }
//3 void Start() { generator = GetComponent <MazeConstructor>(); if (SaveData.difficulty == 0) { StartNewGame(2); } else { StartNewGame(SaveData.difficulty); } }
void Start() { generator = GetComponent <MazeConstructor>(); // A private variable that stores a reference returned by the GetComponent() generator.GenerateNewMaze(height, width); //parameters dictate how large to make the maze. While they aren't being used quite yet, //these size parameters determine the number of rows and columns in the grid respectively. Text = GameObject.Find("Text").GetComponent <Text>(); Text.text = "Level: " + level; PauseMenu = GameObject.Find("Panel"); StartButton = GameObject.Find("StartButton"); }
void Start() { generator = GetComponent <MazeConstructor>(); // 2 generator.GenerateNewMaze(sizex, sizey); int[] myHousePosition = new int[] { sizex - 2, sizey - 1 }; for (int y = 0; y < sizey; y++) { for (int x = 0; x < sizex; x++) { if (x == sizex - 2 && y == sizey - 1) { Instantiate(MyHouse, new Vector3(x * spriteSize * sizeMultiplier, y * spriteSize * sizeMultiplier, 0), Quaternion.identity); } else { if (generator.data[x, y] == 1) { if (randomBoolean()) { Instantiate(Wall, new Vector3(x * spriteSize * sizeMultiplier, y * spriteSize * sizeMultiplier, 0), Quaternion.identity); } else { Instantiate(Wall2, new Vector3(x * spriteSize * sizeMultiplier, y * spriteSize * sizeMultiplier, 0), Quaternion.identity); } } else { Instantiate(Road, new Vector3(x * spriteSize * sizeMultiplier, y * spriteSize * sizeMultiplier, 1), Quaternion.identity); } } } } Instantiate(Player, new Vector3(1 * spriteSize, 1 * spriteSize, 0), Quaternion.identity); // Instantiate(Player, new Vector3(myHousePosition[0] * spriteSize, (myHousePosition[1]-1) * spriteSize, 0), Quaternion.identity); Tuple <int, int> enemyPosition = RandomPosition(); Debug.Log("enemyPosition=" + enemyPosition.Item1 + "," + enemyPosition.Item2); Instantiate(Enemy, new Vector3(enemyPosition.Item1 * spriteSize * sizeMultiplier, enemyPosition.Item2 * spriteSize * sizeMultiplier, 0), Quaternion.identity); Tuple <int, int> keyPosition = RandomPosition(); Debug.Log("keyPosition=" + keyPosition.Item1 + "," + keyPosition.Item2); Instantiate(Key, new Vector3(keyPosition.Item1 * spriteSize * sizeMultiplier, keyPosition.Item2 * spriteSize * sizeMultiplier, 0), Quaternion.identity); // Instantiate(Key, new Vector3(3 * spriteSize, 1 * spriteSize, 0), Quaternion.identity); GameObject.FindWithTag("MainCamera").GetComponent <CameraController>().gameAreaY = sizey * spriteSize * sizeMultiplier; GameObject.FindWithTag("MainCamera").GetComponent <CameraController>().gameAreaX = sizex * spriteSize * sizeMultiplier; }
// Start is called before the first frame update void Start() { generator = GetComponent <MazeConstructor>(); mapSize = PlayerPrefs.GetString("Map"); if (mapSize.Equals("Medium")) { maxCols = 13; maxRows = 15; } else { maxCols = 17; maxRows = 19; } GlobalVars.maxCols = maxCols; GlobalVars.maxRows = maxRows; StartGame(); }
void Start() { generator = GetComponent <MazeConstructor>(); sizeRows = 13; sizeColms = 15; }
public static int sizeCols = 15; //This value is the width of the maze. // Start is called before the first frame update void Start() { generator = GetComponent <MazeConstructor>(); //Gets the script component that generates the maze stickyCam = GetComponent <StickyCamera>(); BeginMaze(); }
private void Start() { mC = GetComponent <MazeConstructor>(); mC.GenerateNewMaze(13, 15); }
//replace the character at the right position public void CharacterInitialPosition() { MazeConstructor mazeConstructor = GameController.gameController.GetComponent <MazeConstructor>(); transform.position = new Vector3(mazeConstructor.xEntrance + 0.5f, mazeConstructor.yEntrance + 0.5f); }
/** * \brief Start is called before the first frame update * * MazeConstructor object is created and the default * row and column values for the first maze are passed * to newMaze(float, float) function * * \return null */ void Start() { generator = GetComponent <MazeConstructor>(); newMaze(27, 23); }
void Start() { // A private variable that stores a reference returned by the GetComponent(). generator = GetComponent <MazeConstructor>(); generator.GenerateNewMaze(13, 15); }
void Start() //На СтАрТ! { generator = GetComponent <MazeConstructor>(); //Частная переменная хранит ссылку, возвращаемую GetComponent() StartNewGame(); }
void Start() { generator = GetComponent <MazeConstructor>(); // 2 generator.GenerateNewMaze(31, 33); }
void Start() { // Хранение данных о компоненте MazeConstructor в generator generator = gameObject.GetComponent <MazeConstructor>(); StartNewGame(); }
private void Start() { generator = GetComponent <MazeConstructor>(); generator.GenerateNewMaze(13, 15); //EventMa }
//3 void Start() { generator = GetComponent <MazeConstructor>(); StartNewGame(); }
void Start() { generator = GetComponent <MazeConstructor>(); StartNewGame(); winningButton.onClick.AddListener(Application.Quit); }