Esempio n. 1
0
    public void Init(int _iMouvementPoints, int _iPlayerID, int _iTeam, List <Character> _vCharaterList, worldMap _worldMap, bool _bSwimming = false, bool _bClimbing = false, bool _bNavigation = false)
    {
        m_iMouvementPoints       = _iMouvementPoints;
        m_iPlayerID              = _iPlayerID;
        m_iTeam                  = _iTeam;
        m_vCharacterList         = _vCharaterList;
        m_WorldMap               = _worldMap;
        m_bSwimming              = _bSwimming;
        m_bClimbing              = _bClimbing;
        m_bNavigation            = _bNavigation;
        m_vAvailableDestinations = new List <Destination>();
        m_Weapon                 = new Weapon();
        m_Weapon.Init(2, 3, 1, 1.0f, Caracteristic.Agility);
        Classes             Class = (Classes)Random.Range(0, 11);
        ClassBaseStatistics stats = gameDesignVariables.Instance.GetClassStatistics(Class);

        Debug.Log(Class);

        m_iVitality     = stats.m_iVitality;
        m_iStrength     = stats.m_iStrength;
        m_iAgility      = stats.m_iAgility;
        m_iIntelligence = stats.m_iIntelligence;
        m_iSpirit       = stats.m_iSpirit;

        m_iArmor      = stats.m_iArmor;
        m_iResistance = stats.m_iResistance;
        m_iLuck       = stats.m_iLuck;
        m_iDodge      = stats.m_iAgility + Mathf.RoundToInt(stats.m_iLuck / 2);

        m_iHealthPoint = Mathf.RoundToInt(m_iVitality * 1.1f);
        m_HealthBar.Init(m_iHealthPoint);
    }
Esempio n. 2
0
	void CheckBlockMap()
	{
			
		// Get block map data from world map class
		GameObject getData = GameObject.Find (this.gameObject.name);
		worldMap WorldMap = getData.GetComponent<worldMap>();

		blockNumbers = new List<int> ();

		// Itterate blockMap, find which material is assigned to which mesh and add to blockNumbers List
		foreach(var gridSQRNumber in worldMap.gridMap)
		{
			if (worldMap.gridMap.Values == this.gameObject.name)
			{
				this.blockNumbersLength++;
				this.blockNumbers.Add (System.Convert.ToInt16(gridSQRNumber.Key.Substring("D")));
			}
				
		}
		this.BuildVectors();
	}
Esempio n. 3
0
			// Empty block check for Tri drawing. Need to check 4 blocks surrounding current block and map tri’s based on result.
					                                     
	void TriangleMapping()
	{
						// Get block map data from world map class
						GameObject getData = GameObject.Find (“WorldData”);
						worldMap WorldMap = getData.GetComponent<worldMap>();
						
						bool drawFront ; // 0,3,7,4 – Memory Reference Locations
						bool drawLeft; // 0,1,5,4
						bool drawRight; // 2,3,6,7
						bool drawback; // 1,2, 5,6
						
						for (int i =0; i < this.blockNumbers; i++)
						{
							
							// NEED TO ADD EXCEPTION HANDLING FOR WORLD EDGES!!!
							
							// Conditional Check Left Block
							If (var result as value in worldMap.gridMap.containsKey(“Grid”+(blockNumbers[i]-1))
							    {
								If (result != “Empty”)
								{
									drawLeft = false;
								} else {