// Use this for initialization
    void Start()
    {
        actor  = GetComponent <Actor>();
        player = this.gameObject;
        trans  = player.transform;
        //head = GameObject.Find("Head").transform;
        rigbody                = GetComponent <Rigidbody>();
        rigbody.useGravity     = false;
        rigbody.freezeRotation = true;
        //cam = Camera.main;
        wM             = GameObject.Find("WorldManager").GetComponent <WorldManager>();
        aW             = wM.activeWorld;
        trans.position = aW.tiles[spawnTile].hexagon.center;
        //origin = new Vector3(aW.origin.x, aW.origin.y, aW.origin.z);
        animator         = player.GetComponent <Animator>();
        animator.enabled = true;
        animator.Play("Idle");
        onTile = spawnTile;
        //runehex test
        byte[] testID = new byte[32] {
            0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31
        };
        List <int> testCast = aW.GetTilesInRadius(1, onTile);

        runeHex = new Rune(testID).runeHex;
        runeHex.Initialize(testCast);
        //move = false;
        //cast = true;
    }
Esempio n. 2
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    public Rune(byte[] id)
    {
        ID   = id;
        tile = new Tile(0, 0);
        foreach (byte b in ID)
        {
            UnityEngine.Random.InitState((int)b);
            tile.uvx += UnityEngine.Random.Range(-20, 20);
            tile.uvy += UnityEngine.Random.Range(-20, 20);
        }
        tile.uvx = Mathf.Abs(tile.uvx % 16) + 1;
        type     = (TileType)tile.uvx;
        tile.uvy = Mathf.Abs(tile.uvy % 16) + 5;
        glyph    = tile.uvy;
        //determine runehex
        //waterattacki test
        type  = TileType.Water;
        glyph = 5;
        switch (type)
        {
        case 0: break;

        case TileType.Water:
            switch (glyph)
            {
            case 5: runeHex = new WaterAttackI(); runeHex.Initialize(); break;
            }
            break;
        }
    }
Esempio n. 3
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    // Use this for initialization
    void Start()
    {
        actor  = GetComponent <Actor>();
        player = this.gameObject;
        trans  = player.transform;
        //head = GameObject.Find("Head").transform;
        rigbody                = GetComponent <Rigidbody>();
        rigbody.useGravity     = false;
        rigbody.freezeRotation = true;
        cam              = Camera.main;
        wM               = GameObject.Find("WorldManager").GetComponent <WorldManager>();
        aW               = wM.activeWorld;
        trans.position   = aW.tiles[spawnTile].hexagon.center;
        origin           = new Vector3(aW.origin.x, aW.origin.y, aW.origin.z);
        animator         = player.GetComponent <Animator>();
        animator.enabled = true;
        animator.Play("Idle");

        //runehex test
        runeHex = new WaterAttackI();
        runeHex.Initialize();
        //move = false;
        //cast = true;
    }
Esempio n. 4
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    public Rune(byte[] id)
    {
        ID   = id;
        tile = new Tile(0, 0);
        foreach (byte b in ID)
        {
            //randomize initializations
            UnityEngine.Random.InitState((int)b);
            float castDensity =
                tile.uvx += UnityEngine.Random.Range(-20, 20);
            tile.uvy     += UnityEngine.Random.Range(-20, 20);
            if (UnityEngine.Random.Range(0, 1f) > castDensity)
            {
            }
        }
        tile.uvx = Mathf.Abs(tile.uvx % 16) + 1;
        type     = (TileType)tile.uvx;
        tile.uvy = Mathf.Abs(tile.uvy % 16) + 5;
        glyph    = tile.uvy;
        //determine runehex
        //waterattacki test
        type  = TileType.Water;
        glyph = 5;

        switch (type)
        {
        case 0: break;

        case TileType.Water:
            switch (glyph)
            {
            case 5: runeHex = new WaterBurstI(); runeHex.Initialize(tileTargets); break;
            }
            break;
        }
    }