void OnTriggerStay2D(Collider2D myCol) { if (myCol.gameObject.tag == "Home") { eState = eTerrain.home; } else if (myCol.gameObject.tag == "Desert") { eState = eTerrain.desert; } else if (myCol.gameObject.tag == "Grass") { eState = eTerrain.grass; } else if (myCol.gameObject.tag == "Mountain") { eState = eTerrain.mountain; } else if (myCol.gameObject.tag == "Snow") { eState = eTerrain.snow; } else if (myCol.gameObject.tag == "Boss") { eState = eTerrain.boss; } }
HomelandsTerrain GetTerrain(Dictionary <string, float> locationQualities) { eTerrain type = GetTerrainTypeFromQualities(locationQualities); HomelandsTerrain terrain = new HomelandsTerrain(type); return(terrain); }
HomelandsTerrain GetTerrain(GaeaWorldbuilder map, Dictionary <string, float> locationQualities) { eTerrain type = GetTerrainTypeFromQualities(map, locationQualities); HomelandsTerrain terrain = new HomelandsTerrain(type); return(terrain); }
void UpdateText(Pos pos, eTerrain terrain, HomelandsStructure structure) { string posString = _posText.text = pos._gridLoc.key(); _terrainText.text = terrain.ToString(); _structureText.text = structure == null ? "" : structure.Describe(); }
void Update() { eTerrain currentState = eState; switch (currentState) { case eTerrain.ground: { Debug.Log("You are on the ground."); } break; case eTerrain.grass: { Debug.Log("You are on grass."); } break; case eTerrain.desert: { Debug.Log("You are on the dessert"); } break; case eTerrain.mountain: { Debug.Log("You are on the mountain"); } break; case eTerrain.snow: { Debug.Log("You are on the snow"); } break; case eTerrain.home: { GameController.instance.OnPlayerHome(); } break; case eTerrain.boss: { GameController.instance.ReturnFollowPlayer().OnBossTile(); } break; default: { Debug.Log("You are not stepping on anything"); break; } } }
public MapObject GetRandomObjectByCategory(eTerrain eSelectedCategory) { ////draw a random object set //#if (DEBUG) // Random Randomizer.rnd = new Random(1); //#else //Random Randomizer.rnd = new Random(); //#endif //get all objects , get a random index and pick a random object XmlNodeList xndlstAllSetObjects = this.GetObjectsData().SelectSingleNode(".//" + eSelectedCategory.ToString()).SelectNodes(".//Object"); XmlNode xndRandomObject; int iRandomObjectIndex = Randomizer.rnd.Next(xndlstAllSetObjects.Count); xndRandomObject = xndlstAllSetObjects[iRandomObjectIndex]; return(ConvertXMLNodeToMapObject(xndRandomObject)); }
protected Color GetColorFromTerrain(eTerrain terrain) { Color c = Color.magenta; if (terrain == eTerrain.Land) { c = Color.green; } else if (terrain == eTerrain.Mountain) { c = Color.white; } else if (terrain == eTerrain.Sea) { c = Color.blue; } else { throw new System.NotImplementedException(); } return(c); }
/// <summary> /// returns all objects in a required category /// </summary> /// <param name="eSelectedCategory"></param> /// <returns></returns> public ArrayList GetAllObjectsByCategory(eTerrain eSelectedCategory) { ArrayList arrAllCategoryObjects = new ArrayList(); ////draw a random object set //#if (DEBUG) // Random Randomizer.rnd = new Random(1); //#else //Random Randomizer.rnd = new Random(); //#endif //get all objects , get a random index and pick a random object XmlNodeList xndlstAllSetObjects = this.GetObjectsData().SelectSingleNode(".//" + eSelectedCategory.ToString()).SelectNodes(".//Object"); //XmlNode xndRandomObject; foreach (XmlNode xndCategoryObject in xndlstAllSetObjects) { arrAllCategoryObjects.Add(ConvertXMLNodeToMapObject(xndCategoryObject)); } return(arrAllCategoryObjects); }
private void setSprite (Tile tile, eTerrain terrain) { switch (terrain) { case (eTerrain.open): tile.sprite.sprite = open_sprite; return; case (eTerrain.road): tile.sprite.sprite = road_sprite; return; } }
public SelectedData(HomelandsLocation location) { _pos = location._pos; _terrain = location._terrain._type; _structure = location._structure; }
public HomelandsTerrain(eTerrain type) { _type = type; }