Esempio n. 1
0
        void Start()
        {
            tgs = TerrainGridSystem.instance;

            // setup GUI resizer - only for the demo
            GUIResizer.Init(800, 500);

            // setup GUI styles
            labelStyle                         = new GUIStyle();
            labelStyle.alignment               = TextAnchor.MiddleLeft;
            labelStyle.normal.textColor        = Color.black;
            labelStyleShadow                   = new GUIStyle(labelStyle);
            labelStyleShadow.normal.textColor  = Color.black;
            buttonStyle                        = new GUIStyle(labelStyle);
            buttonStyle.alignment              = TextAnchor.MiddleCenter;
            buttonStyle.normal.background      = Texture2D.whiteTexture;
            buttonStyle.normal.textColor       = Color.black;
            sliderStyle                        = new GUIStyle();
            sliderStyle.normal.background      = Texture2D.whiteTexture;
            sliderStyle.fixedHeight            = 4.0f;
            sliderThumbStyle                   = new GUIStyle();
            sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb");
            sliderThumbStyle.overflow          = new RectOffset(0, 0, 8, 0);
            sliderThumbStyle.fixedWidth        = 20.0f;
            sliderThumbStyle.fixedHeight       = 12.0f;
            StartCoroutine(MoveGrid());
        }
Esempio n. 2
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        void Start()
        {
            tgs = TerrainGridSystem.instance;

            // setup GUI resizer - only for the demo
            GUIResizer.Init(800, 500);

            // setup GUI styles
            labelStyle                         = new GUIStyle();
            labelStyle.alignment               = TextAnchor.MiddleLeft;
            labelStyle.normal.textColor        = Color.black;
            labelStyleShadow                   = new GUIStyle(labelStyle);
            labelStyleShadow.normal.textColor  = Color.black;
            buttonStyle                        = new GUIStyle(labelStyle);
            buttonStyle.alignment              = TextAnchor.MiddleCenter;
            buttonStyle.normal.background      = Texture2D.whiteTexture;
            buttonStyle.normal.textColor       = Color.black;
            sliderStyle                        = new GUIStyle();
            sliderStyle.normal.background      = Texture2D.whiteTexture;
            sliderStyle.fixedHeight            = 4.0f;
            sliderThumbStyle                   = new GUIStyle();
            sliderThumbStyle.normal.background = Resources.Load <Texture2D> ("thumb");
            sliderThumbStyle.overflow          = new RectOffset(0, 0, 8, 0);
            sliderThumbStyle.fixedWidth        = 20.0f;
            sliderThumbStyle.fixedHeight       = 12.0f;

            ball       = Resources.Load <GameObject>("Ball");
            ballParent = new GameObject("BallParent");
            ballParent.transform.position = tgs.terrainCenter + Vector3.up * 200.0f;

            ResetTerrain();
        }
Esempio n. 3
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        void Start()
        {
            tgs = TerrainGridSystem.instance;

            // setup GUI resizer - only for the demo
            GUIResizer.Init(800, 500);

            // setup GUI styles
            labelStyle                  = new GUIStyle();
            labelStyle.alignment        = TextAnchor.MiddleLeft;
            labelStyle.normal.textColor = Color.black;

            character = GameObject.Find("Character").GetComponent <Rigidbody>();
        }
Esempio n. 4
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        void Start()
        {
            // setup GUI - only for the demo
            GUIResizer.Init(800, 500);
            labelStyle                  = new GUIStyle();
            labelStyle.alignment        = TextAnchor.MiddleLeft;
            labelStyle.normal.textColor = Color.white;

            // Get a reference to TGS system's API
            grid = TerrainGridSystem.instance;
            for (int k = 0; k < grid.numCells; k++)
            {
                Texture2D fruitTexture = fruits [Random.Range(0, fruits.Length)];
                DrawFruit(k, fruitTexture);
            }

            grid.OnCellClick += CheckMatchingCells;
        }
Esempio n. 5
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        // Use this for initialization
        void Start()
        {
            tgs = TerrainGridSystem.instance;

            // setup GUI resizer - only for the demo
            GUIResizer.Init(800, 500);
            labelStyle                  = new GUIStyle();
            labelStyle.alignment        = TextAnchor.MiddleLeft;
            labelStyle.normal.textColor = Color.white;

            isSelectingStart = true;

                        #if UNITY_5_4_OR_NEWER
            Random.InitState(2);
                        #else
            Random.seed = 2;
                        #endif

            // Draw some blocked areas
            for (int i = 0; i < 25; i++)
            {
                int row = Random.Range(2, tgs.rowCount - 3);
                int col = Random.Range(2, tgs.columnCount - 3);

                for (int j = -2; j <= 2; j++)
                {
                    for (int k = -2; k <= 2; k++)
                    {
                        int cellIndex = tgs.CellGetIndex(row + j, col + k);
                        tgs.CellSetCanCross(cellIndex, false);
                        tgs.CellToggleRegionSurface(cellIndex, true, Color.white);
                    }
                }
            }

            // Hook into cell click event to toggle start selection or draw a computed path using A* path finding algorithm
            tgs.OnCellClick += (cellIndex, buttonIndex) => BuildPath(cellIndex);
        }
Esempio n. 6
0
        // Use this for initialization
        void Start()
        {
            tgs = TerrainGridSystem.instance;

            // setup GUI resizer - only for the demo
            GUIResizer.Init(800, 500);
            labelStyle                  = new GUIStyle();
            labelStyle.alignment        = TextAnchor.MiddleLeft;
            labelStyle.normal.textColor = Color.white;

            isSelectingStart = true;

            Random.InitState(2);

            // Draw some blocked areas
            for (int i = 0; i < 25; i++)
            {
                int row = Random.Range(2, tgs.rowCount - 3);
                int col = Random.Range(2, tgs.columnCount - 3);

                for (int j = -2; j <= 2; j++)
                {
                    for (int k = -2; k <= 2; k++)
                    {
                        int cellIndex = tgs.CellGetIndex(row + j, col + k);
                        tgs.CellSetGroup(cellIndex, CELL_OBSTACLE);
                        tgs.CellToggleRegionSurface(cellIndex, true, Color.white);
                    }
                }
            }

            // Example: sets crossing costs for hexagon sides and draw a line
            int   barrierCost  = 10000;
            Color barrierColor = Color.blue;
            float barrierWidth = 5f;

            for (int k = 0; k < 10; k++)
            {
                int cellIndex = tgs.CellGetIndex(10, k + 20);
                if (!tgs.cells [cellIndex].canCross)
                {
                    continue;
                }
                if (tgs.cells [cellIndex].column % 2 == 0)
                {
                    // Assign a crossing cost to barrier for path-finding purposes
                    tgs.CellSetSideCrossCost(cellIndex, CELL_SIDE.Top, barrierCost);
                    tgs.CellSetSideCrossCost(cellIndex, CELL_SIDE.TopLeft, barrierCost);
                    tgs.CellSetSideCrossCost(cellIndex, CELL_SIDE.TopRight, barrierCost);

                    // Make the barrier block LOS (Line-Of-Sight)
                    tgs.CellSetSideBlocksLOS(cellIndex, CELL_SIDE.Top, true);
                    tgs.CellSetSideBlocksLOS(cellIndex, CELL_SIDE.TopLeft, true);
                    tgs.CellSetSideBlocksLOS(cellIndex, CELL_SIDE.TopRight, true);

                    // Draw the barrier
                    tgs.DrawLine(cellIndex, CELL_SIDE.Top, barrierColor, barrierWidth);
                    tgs.DrawLine(cellIndex, CELL_SIDE.TopLeft, barrierColor, barrierWidth);
                    tgs.DrawLine(cellIndex, CELL_SIDE.TopRight, barrierColor, barrierWidth);
                }
                else
                {
                    // Assign a crossing cost to barrier for path-finding purposes
                    tgs.CellSetSideCrossCost(cellIndex, CELL_SIDE.Top, barrierCost);
                    // Make the barrier block LOS (Line-Of-Sight)
                    tgs.CellSetSideBlocksLOS(cellIndex, CELL_SIDE.Top, true);
                    // Draw the barrier
                    tgs.DrawLine(cellIndex, CELL_SIDE.Top, barrierColor, barrierWidth);
                }
            }

            // Hook into cell click event to toggle start selection or draw a computed path using A* path finding algorithm
            tgs.OnCellClick += (cellIndex, buttonIndex) => BuildPath(cellIndex);
            tgs.OnCellEnter += (cellIndex) => ShowLineOfSight(cellIndex);
        }