void Start() { //get the camera controller and character placer cameraController = Camera.main.gameObject.transform.parent; direction = Vector3.zero; characterPlacer = GameObject.FindObjectOfType <CharacterPlacement>(); }
private int FirstFoundNotEmptyLine(int line, CharacterPlacement placement) { for (int i = line; i < placement.LengthLine; i++) { for (int j = 0; j < placement.LengthColumn; j++) { if (placement.TrySearch(out BattleCharacter character, new PlacementPosition(i, j)) && character.IsAlive) { return(i); } } } for (int i = line - 1; i >= 0; i--) { for (int j = 0; j < placement.LengthColumn; j++) { if (placement.TrySearch(out BattleCharacter character, new PlacementPosition(i, j)) && character.IsAlive) { return(i); } } } return(-1); }
void Start() { //get start rotation Vector3 rot = transform.localRotation.eulerAngles; rotationY = rot.y; rotationX = rot.x; //find the character placer characterPlacer = GameObject.FindObjectOfType <CharacterPlacement>(); }
public CharacterPlacement(CharacterPlacement newPlacement) { _placements = new BattleCharacter[newPlacement.LengthLine, newPlacement.LengthColumn]; for (int i = 0; i < newPlacement.LengthLine; i++) { for (int j = 0; j < newPlacement.LengthColumn; j++) { _placements[i, j] = newPlacement.ReturnCharacter(new PlacementPosition(i, j)); } } }
void Start() { //find the level data object and get the current level levelData = Resources.Load("Level data") as LevelData; int level = PlayerPrefs.GetInt("level"); //also find the character placement script characterPlacement = GameObject.FindObjectOfType <CharacterPlacement>(); //spawn enemies if this level exists if (level < levelData.levels.Count) { StartCoroutine(spawnEnemies(level)); } }
private BattleCharacter FirstPosition(PlacementPosition characterPosition, CharacterPlacement placement) { int line = FirstFoundNotEmptyLine(characterPosition.Line, placement); if (line >= 0) { for (int j = 0; j < placement.LengthColumn; j++) { if (placement.TrySearch(out BattleCharacter character, new PlacementPosition(line, j)) && character.IsAlive) { return(character); } } } return(null); }
public BattlePlacement(List <BattleCharacterPlacement> teamA, List <BattleCharacterPlacement> teamB) { _teamA = new CharacterPlacement(new PlacementPosition(4, 3)); _teamB = new CharacterPlacement(new PlacementPosition(4, 3)); _allCharacterTeamA = new Dictionary <BattleCharacter, PlacementPosition>(); _allCharacterTeamB = new Dictionary <BattleCharacter, PlacementPosition>(); Search = new TargetSearch(this); foreach (var member in teamA) { _allCharacterTeamA.Add(member.Character, member.Position); _teamA.TryAddCharacter(member.Character, member.Position); } foreach (var member in teamB) { _allCharacterTeamB.Add(member.Character, member.Position); _teamB.TryAddCharacter(member.Character, member.Position); } }
private void Start() { name = Roll.RandomName(); gameObject.name = name; traits = new CharacterTraits().Initialize((list) => dbTraits = list); expression = new CharacterExpression().Initialize( (skill) => dbSkills = skill, (preference) => dbPreference = preference ); attraction = new CharacterAttraction().Initialize((identity, attraction) => { dbidentity = identity; dbAttraction = attraction; }); relationships = new CharacterRelationships().Initialize( (list) => dbBond = list ); placement = new CharacterPlacement().Initialize(this); GameManager.RegisterCharacter(this); }
void Start() { //find the character placement script characterPlacer = GameObject.FindObjectOfType <CharacterPlacement>(); }