Esempio n. 1
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    public ChunkGenerator(int inChunkSize, Noise.Parameters[] inNoiseParameters)
    {
        _chunkSize = inChunkSize;

        _noiseGenerator   = new NoiseGenerator(inNoiseParameters);
        _tileMapGenerator = new TileMapGenerator();
    }
Esempio n. 2
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    public void Awake()
    {
        _instance = this;

        unknownSprite    = Resources.Load <Sprite>("Tile_Sorted/Unknown");
        tilesForActivate = new List <List <Tile> >();
    }
Esempio n. 3
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    public Vector3[] GetRectVerticesByPoint(Vector3 positionVector)
    {
        Vector2Int       tileByPoint      = GetTileByPoint(positionVector);
        TileMapGenerator tileMapGenerator = new TileMapGenerator(_sizeX, _sizeY, tileSize);
        Mesh             sharedMesh       = _meshFilter.sharedMesh;

        return(tileMapGenerator.GetTrianglesOfATile(tileByPoint, sharedMesh.vertices));
    }
Esempio n. 4
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    public void BuildMap()
    {
        TileMapGenerator tileMapGenerator = new TileMapGenerator(_sizeX, _sizeY, tileSize);

        Mesh mesh = tileMapGenerator.GenerateMap(_tileMapData);

        _meshFilter.mesh         = mesh;
        _meshCollider.sharedMesh = mesh;
    }
Esempio n. 5
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        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            TileMapGenerator mapGenerator = (TileMapGenerator)target;

            if (GUILayout.Button("Generate map."))
            {
                mapGenerator.GenerateMap();
            }
        }
Esempio n. 6
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    public void init()
    {
        objectSorter  = new GameObjectSorter();
        levelEntities = new List <MapObject>();
        TileMapGenerator gen = Instantiate(tileMap);

        tileMapRef = gen.run();
        tileMapRef.transform.parent = transform;
        timelineRef = Instantiate(timelineExecutor);
        timelineRef.transform.parent = transform;
    }
Esempio n. 7
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    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        TileMapGenerator tileMapGenerator = (TileMapGenerator)target;

        if (GUILayout.Button("Generate TileMap"))
        {
            tileMapGenerator.Generate();
        }
    }
Esempio n. 8
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    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        TileMapGenerator map = target as TileMapGenerator;

        if (GUILayout.Button("Generate TileMap"))
        {
            map.GenerateMap();
        }
    }
Esempio n. 9
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    // Use this for initialization
    void Start()
    {
        foreach (Reserve item in objectsToReserve)
        {
            PoolManager.instance.CreatePool(item.gObject, item.amount);
        }

        map = FindObjectOfType <TileMapGenerator>();
        currentWaveNumber = 0;
        nextSpawnTime     = 0;
        NextWave();
    }
Esempio n. 10
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    public override void InitializeAcademy()
    {
        initialPosition = Player.transform.position;
        gridSize        = (int)resetParameters["gridSize"];
        instance        = GetComponent <TileMapGenerator>();

        instance.StartGenerateMap((int)resetParameters["gridSize"],
                                  (float)resetParameters["percentObstacles"],
                                  (int)resetParameters["numberPoint"]);

        SetEnvironment();
    }
Esempio n. 11
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    public override void OnInspectorGUI()
    {
        TileMapGenerator map = target as TileMapGenerator;

        if (DrawDefaultInspector())
        {
            map.GenerateMap();
        }

        if (GUILayout.Button("Generate Map"))
        {
            map.GenerateMap();
        }
    }
Esempio n. 12
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 //OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!_tank)
     {
         _tank = animator.GetComponent <Tank>();
     }
     if (!_stateMachine)
     {
         _stateMachine = animator.GetComponent <StateMachine>();
     }
     if (!_generator)
     {
         _generator = FindObjectOfType <TileMapGenerator>();  // Finds first intance in scene.
     }
 }
Esempio n. 13
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    private void Awake()
    {
        playerMaterialDictionary = new Dictionary <Player.Player, Material>();

        players[0] = Instantiate(players[0], transform);
        players[1] = Instantiate(players[1], transform);



        playerMaterialDictionary.Add(players[1], player1Material);
        playerMaterialDictionary.Add(players[0], player2Material);

        hexMap        = new List <GameObject>();
        mapGenerator  = GetComponentInChildren <TileMapGenerator>();
        CurrentPlayer = players[1];
        turn          = 1;
    }
Esempio n. 14
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    public override void OnInspectorGUI()
    {
        TileMapGenerator map = target as TileMapGenerator;

        //Returns a bool
        //True if a value has been updated in Inspector
        //False otherwise
        if (DrawDefaultInspector())
        {
            map.GenerateMap();
        }

        //GUI Button
        if (GUILayout.Button("Generate Map"))
        {
            map.GenerateMap();
        }
    }
Esempio n. 15
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    void Awake()
    {
        if (tileGen == null)
        {
            tileGen = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }

        //tilemapクラス取得
        tilemap     = tilemapObj.GetComponent <Tilemap>();
        tilemapWall = tilemapObjWall.GetComponent <Tilemap>();

        //初期化・配置メソッド
        SetTileMapData();
    }
 public override int[,] generateSection(int width, int height, TileMapGenerator tileMapGenerator, int[,] leftSideMapping, int[,] rightSideMapping)
 {
     return(tileMapGenerator.generateMap(width, height, leftSideMapping, rightSideMapping));
 }
Esempio n. 17
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 // Constructor
 public DataGenerator(Noise.Parameters[] inNoiseParameters)
 {
     _noiseGenerator   = new NoiseGenerator(inNoiseParameters);
     _tileMapGenerator = new TileMapGenerator();
 }
 public override int[,] generateSection(int width, int height, TileMapGenerator tileMapGenerator)
 {
     return(tileMapGenerator.generateMap(width, height));
 }
Esempio n. 19
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 void Awake()
 {
     instance = this;
 }
 public abstract int[,] generateSection(int width, int height, TileMapGenerator tileMapGenerator);
 public abstract int[,] generateSection(int width, int height, TileMapGenerator tileMapGenerator, int[,] leftSideMapping, int[,] rightSideMapping);
Esempio n. 22
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 // Constructor
 public ChunkDataGenerator(uint inChunkSize, Noise.Parameters[] inNoiseParameters, World inTerrain)
 {
     _noiseGenerator   = new NoiseGenerator(inChunkSize, inNoiseParameters);
     _tileMapGenerator = new TileMapGenerator(inChunkSize, inTerrain);
 }
Esempio n. 23
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 private void Awake()
 {
     _generator = GameObject.Find("TileMap").GetComponent <TileMapGenerator>();
 }