// Use this for initialization void Start () { mPaths = new Dictionary<string, string> (); updateFields (); constructorFilledSquares = new List<int> (); currentFunctionalState = FunctionalStates.NONE; }
// Use this for initialization void Start () { lvSelectedMaterial = Resources.Load<Material> ("Grid2"); lvDeselectedMaterial = Resources.Load<Material> ("Grid1"); lvMovableMaterial = Resources.Load<Material> ("Grid3"); lvOpportunityMaterial = Resources.Load<Material> ("Grid4"); lvTargetMaterial = Resources.Load<Material> ("Grid5"); lvCloseRangedMaterial = Resources.Load<Material> ("Grid6"); lvFarRangedMaterial = Resources.Load<Material> ("Grid7"); lvSpawnPlayerMaterial = Resources.Load<Material> ("SpawnPlayerMaterial"); lvSpawnEnemyMaterial = Resources.Load<Material> ("SpawnEnemyMaterial"); lvSpawnPlayerMaterialSelected = Resources.Load<Material> ("SpawnPlayerMaterialSelected"); lvSpawnEnemyMaterialSelected = Resources.Load<Material> ("SpawnEnemyMaterialSelected"); functionalState = FunctionalStates.NONE; function = ""; cellMeshRenderer = this.gameObject.GetComponent<MeshRenderer> (); }
void Start() { constructorFilledSquares = new List<int> (); currentFunctionalState = FunctionalStates.NONE; }
private void FunctionalPlaceModeAction(CellStatus cellStatus) { if (Input.GetMouseButtonDown (0)) { cellStatus.functionalState = currentFunctionalState; functionalPlaceMode = false; currentFunctionalState = FunctionalStates.NONE; cellStatus.ClearTemporaryFunctionalStates (); AssetStatsEditor lvStatusEditor = GameObject.Find ("AssetEditPanel").GetComponent<AssetStatsEditor> (); lvStatusEditor.clearFunctional (); string lvFunctionalName = ""; string lvFunctionalButtonName = ""; switch (cellStatus.functionalState) { case FunctionalStates.PLAYER_SPAWN: lvFunctionalName = "Player Spawn Point"; lvFunctionalButtonName = "SpawnPlayersSprite"; break; case FunctionalStates.ENEMY_SPAWN: lvFunctionalName = "Enemy Spawn Point"; lvFunctionalButtonName = "SpawnPlayersSprite2"; break; } lvStatusEditor.populateFunctional (lvFunctionalName, lvFunctionalButtonName, cellStatus); } }
public List<int> GetFunctionalFields(FunctionalStates state) { List<int> fields = new List<int> (); for (int i = 0; i < mCells.Length; i++) { GameObject cell = mCells [i]; if (cell.GetComponent<CellStatus> ().functionalState == state) fields.Add (i); } return fields; }
public void ClearStatus () { this.movable = false; this.lvOportunity = false; this.target = false; this.closeRange = false; this.farRange = false; this.functionalState = FunctionalStates.NONE; this.function = ""; ClearTemporaryFunctionalStates (); }