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); }
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(); }
// 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 {