Esempio n. 1
0
    void Start()
    {
        //initiation and evaluation
        shield               = 0;
        bedManager           = managerObject.GetComponent <BedManager>();
        collisionManager     = managerObject.GetComponent <CollisionManager>();
        snakeBody            = new List <Vector4>();
        body                 = new List <GameObject>();
        headPosition         = new Vector2(20, 20);
        headDirection        = Constants.HEAD_DIRECTION_RIGHT;
        overallManagerHandle = managerObject.GetComponent <OverallTileManager>();
        homeManager          = managerObject.GetComponent <HomeManager>();
        followerHandle       = cameraObject.GetComponent <SmoothFollow>();
        followerHandle.updateTargetPosition(headPosition);
        followerHandle.updateSize(5);
        head = Instantiate(overallManagerHandle.avaliableSpritePrefabs[Constants.TO_SPRITE_ID_OFFSET], headPosition, transform.rotation);
        //TEST: with body

        /*
         * addBody(Constants.SPRITE_WOOD);
         * addBody(Constants.SPRITE_WOOD);
         * addBody(Constants.SPRITE_WOOD);
         * addBody(Constants.SPRITE_STONE);
         * addBody(Constants.SPRITE_WOOD);
         * addBody(Constants.SPRITE_WOOD);
         * addBody(Constants.SPRITE_STONE);
         */
        //endtest
        makeASweetHome(headPosition + new Vector2(-2, 3));
    }
Esempio n. 2
0
 // Use this for initialization
 void Start()
 {
     bedManager       = GetComponent <BedManager>();
     permenant        = new List <Vector2Int>();
     tileManager      = gameObject.GetComponent <OverallTileManager>();
     searchDirections = new int[4, 2] {
         { 0, 1 }, { 1, 0 }, { 0, -1 }, { -1, 0 }
     };
     directions = new int[4, 2, 2] {
         { { -1, 0 }, { 1, 0 } }, { { 0, 1 }, { 0, -1 } }, { { 1, 0 }, { -1, 0 } }, { { 0, -1 }, { 0, 1 } }
     };
     // homeBody = new List<Vector2Int>();
 }
Esempio n. 3
0
 // Use this for initialization
 void Start()
 {
     beds        = new List <Bed>();
     bedPosition = new List <Vector2>();
     tileManager = gameObject.GetComponent <OverallTileManager>();
 }