public void GenerateStartChunk(Dictionary <Vector3, Chunk> setOfChunks, Dictionary <Vector3, Chunk> visibleChunks)
    {
        GameObject newChunkObject = new GameObject();

        newChunkObject.transform.position = Vector2.zero;
        newChunkObject.transform.SetParent(chunkParent);
        Chunk newChunk = newChunkObject.AddComponent <Chunk>();

        newChunk.grid = grid;
        newChunk.tilemap.transform.SetParent(grid.transform);
        tileGenerator.GenerateTiles(newChunk, visibleChunks);
        visibleChunks.Add(Vector2.zero, newChunk);
        setOfChunks.Add(Vector2.zero, newChunk);
    }
Esempio n. 2
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        private void Start()
        {
            Sfx.Instance.ChangeMusicTrack("Music", true);
            ResultData.Instance.Clear();

            Oxygen = MaxOxygen;
            GameUi.SetOxygen(MaxOxygen);

            var initialTiles = TileGenerator.GenerateTiles(RowCount, ColumnCount);

            Player.PlayIdleAnim(GameDirection.Up);

            for (int i = 0; i < RowCount; i++)
            {
                _tiles.Add(new Tile[ColumnCount]);
                for (int j = 0; j < ColumnCount; j++)
                {
                    _tiles[i][j]       = initialTiles[i * ColumnCount + j];
                    _tiles[i][j].Index = (i, j);
                    _tiles[i][j].transform.localPosition = new Vector3(j * OffsetBetweenTiles, i * -1 * OffsetBetweenTiles, 0);
                }
            }

            Score = 0;
            GameUi.SetScore(Score);
        }
Esempio n. 3
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    private void Awake()
    {
        // To Keep GameManager Unique
        if (instance != null)
        {
            Destroy(gameObject);
        }
        else
        {
            instance = this;
            DontDestroyOnLoad(gameObject);

            tileGenerator = GetComponent <TileGenerator>();
            tileGenerator.GenerateTiles();
        }
    }
Esempio n. 4
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        /// <summary>
        /// Load configuration, initialize and run the program.
        /// </summary>
        /// <param name="args">Command line arguments</param>
        /// <returns>Exit code</returns>
        private int Run(string[] args = null)
        {
            var settings = Settings.LoadOrDefault(Settings.SETTINGS_PATH);

            _logger = new Logger(settings.LogFilePath);
            _logger.Init();
            _logger.Success("Loaded settings");
            var tilesConfig = TileConfig.Load(settings.TilesConfigPath);

            _logger.Success("Loaded tiles configuration");
            var generator = new TileGenerator(settings, _logger);

            _logger.Success("Initialized tiles generator");

            var apps = generator.LookupApps(tilesConfig);

            if (apps.Count == 0)
            {
                _logger.Warning("No applications to process, check the shortcuts locations");
                return(1);
            }
            else
            {
                _logger.Success($"Found {apps.Count} applications to process");
                if (args.Length > 0)
                {
                    apps = apps.Keep(args); // Only process given apps
                }
                var processedApps = generator.GenerateTiles(tilesConfig, apps);
                if (processedApps.Count > 0)
                {
                    _logger.Success($"Processed {processedApps.Count}/{apps.Count} application(s) ({string.Join(", ", processedApps)})");
                }
                else
                {
                    _logger.Info("No tiles were generated");
                }
            }

            return(0);
        }
Esempio n. 5
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        /// <summary>
        /// Run the tile generation.
        /// </summary>
        /// <param name="sender">Event sender</param>
        /// <param name="e">Event arguments</param>
        private void GenerateTiles(object sender, RoutedEventArgs e)
        {
            var selectedApps = _viewModel.SelectedApps.Where(a => a.IsChecked).Select(a => a.Name);

            if (!selectedApps.Any())
            {
                _msg.NoApplicationSelected();
                return;
            } // else: ready to generate tiles
            var apps = _apps.Keep(selectedApps);
            // Generate tiles
            var processedApps = _generator.GenerateTiles(_tilesConfig, apps);

            if (processedApps.Count > 0)
            {
                _msg.TilesGenerated(processedApps.Count, apps.Count, processedApps);
            }
            else
            {
                _msg.NoTilesGenerated();
            }
        }
Esempio n. 6
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 // Start is called before the first frame update
 void Awake()
 {
     TileFactory = GetComponent <TileGenerator>();
     TileFactory.GenerateBorder();
     (BaseTileList, tileArray) = TileFactory.GenerateTiles();
 }
Esempio n. 7
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 private void InitScene()
 {
     tileGenerator.GenerateTiles();
 }