public void Init() { GameModel.HandleGet <PlanetModel>(OnPlanetChange); _bellCurves = GameConfig.Get <BellCurveConfig>(); _skills = GameConfig.Get <SkillConfig>(); _unitsConfig = GameConfig.Get <UnitTypesConfig>(); }
public GridModel <HexModel> Generate(PlanetModel planetModel) { _resistanceConfig = GameConfig.Get <BellCurveConfig>(); _planetModel = planetModel; GameObject go = GameObject.Find("Map"); HexMap hexMap = go.GetComponent <HexMap>(); _map = new GridModel <HexModel>(hexMap.width.Value, hexMap.height.Value); _elements = GameConfig.Get <ElementConfig>().ElementsList; _elementsDict = GameConfig.Get <ElementConfig>().ElementsDictionary; _elementsProbabilities = new List <WeightedValue>(); _hexScoreUpdateCommand = GameModel.Get <HexScoreUpdateCommand>(); _hexUpdateCommand = GameModel.Get <HexUpdateCommand>(); for (int i = 0; i < _elements.Count; i++) { _elementsProbabilities.Add(new WeightedValue(_elements[i].Index, _elements[i].Rarity)); } Vector2 defaultRange = new Vector2(float.MaxValue, float.MinValue); for (int i = 0; i < 7; i++) { Ranges[i] = defaultRange; } GenerateMap(hexMap); return(_map); }
public void Init() { _resistanceConfig = GameConfig.Get <BellCurveConfig>(); GameModel.HandleGet <PlanetModel>(OnPlanetChange); }
public void Init() { GameModel.HandleGet <PlanetModel>(OnPlanetChange); _unitDefenseUpdateCommand = GameModel.Get <UnitDefenseUpdateCommand>(); _resistanceConfig = GameConfig.Get <BellCurveConfig>(); }
// Use this for initialization void Awake() { _universeConfig = GameConfig.Get <UniverseConfig>(); _resistanceConfig = GameConfig.Get <BellCurveConfig>(); }