void Start() { gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent<GameControllerBehaviour>(); playerSquadTotal = 10; computerSquadTotal = 10; StartingHonor(); }
void Start() { gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent <GameControllerBehaviour>(); playerSquadTotal = 10; computerSquadTotal = 10; StartingHonor(); }
// Start is called before the first frame update void Start() { StartCoroutine(DelayQuit()); GameControllerBehaviour controller = GameObject.Find("GameController") .GetComponent <GameControllerBehaviour>(); controller.CancelInvoke(); // Stops the coroutine spawnRock. }
/// <summary> /// Start this instance. /// </summary> //protected override void Start() void Start() { //base.Start(); isEnabled = false; // Commented out until we have art assests //ToggleMenuGroup(); gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent<GameControllerBehaviour>(); //menuGroup = GameObject.Find("Menu Group HUD").gameObject; }
/// <summary> /// Start this instance. /// </summary> //protected override void Start() void Start() { //base.Start(); isEnabled = false; // Commented out until we have art assests //ToggleMenuGroup(); gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent <GameControllerBehaviour>(); //menuGroup = GameObject.Find("Menu Group HUD").gameObject; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) { GameControllerBehaviour controller = GetComponent <GameControllerBehaviour>(); controller.InvokeRepeating("spawnRock", 1.5f, 1); player.GetComponent <Rigidbody2D>().isKinematic = false; Destroy(this); } }
/// <summary> /// Captures an instance of the game controller behavior from the game object. /// </summary> /// <remarks> /// Because GameControllerBehavior is a required component (see class attributes), /// this will never be null. /// </remarks> public void Start() { gameController = GetComponent<GameControllerBehaviour>(); grid = GetComponent<GridBehavior>(); // Locate a CameraBehavior if one is set. GameObject cameraObject = GameObject.FindGameObjectWithTag(CAMERA_TAG); if(cameraObject) camera = cameraObject.GetComponent<CameraBehavior>(); }
/// <summary> /// Captures an instance of the game controller behavior from the game object. /// </summary> /// <remarks> /// Because GameControllerBehavior is a required component (see class attributes), /// this will never be null. /// </remarks> public void Start() { gameController = GetComponent <GameControllerBehaviour>(); grid = GetComponent <GridBehavior>(); // Locate a CameraBehavior if one is set. GameObject cameraObject = GameObject.FindGameObjectWithTag(CAMERA_TAG); if (cameraObject) { camera = cameraObject.GetComponent <CameraBehavior>(); } }
/// <summary> /// Captures a reference to the Grid and Game Controller components on the object. /// </summary> public void Start() { controller = GetComponent <GameControllerBehaviour>(); if (controller == null) { Debug.LogError("GridControlBehavior is applied to an object that does not have the GameControllerBehavior!"); } grid = GetComponent <GridBehavior>(); if (grid == null) { Debug.LogError("GridBehavior is applied to an object that does not have the GridBehavior!"); } }
/// <summary> /// Completes the combat, /// </summary> /// <param name="losingSquad"> /// Reference to the squad that lost the combat. /// </param> private void endCombat(CombatSquadBehavior losingSquad) { MonoBehaviour[] objects = GetComponentsInChildren <MonoBehaviour>(); for (int _i = (objects.Count() - 1); _i >= 0; _i--) { if (objects[_i].name == "__UNITBASE__") { DestroyImmediate(objects[_i].gameObject); } } if (losingSquad != null) { ActorBehavior actor = losingSquad.GetComponent <ActorBehavior>(); if (actor != null && grid.ignoreList.Contains(actor.currentMovePoint)) { grid.ignoreList.Remove(actor.currentMovePoint); } // Retrieve the game controller to determine which side the losing team was on. GameControllerBehaviour gameController = grid.GetComponent <GameControllerBehaviour>(); if (actor.theSide == GameControllerBehaviour.UnitSide.player) { gameController.playerTeamTotal--; } else { gameController.enemyTeamTotal--; } Destroy(losingSquad.gameObject); } foreach (NodeSkeletonBehavior node in unitPrefabs) { DestroyImmediate(node.gameObject); } this.offensiveSquad = null; this.defensiveSquad = null; GridBehavior.preCombat = false; HonorSystemBehavior.inCombat = true; GridBehavior.inCombat = false; AudioBehavior.inCombat = false; }
/// <summary> /// Captures a reference to the Grid and Game Controller components on the object. /// </summary> public void Start() { controller = GetComponent<GameControllerBehaviour>(); if(controller == null) Debug.LogError ("GridControlBehavior is applied to an object that does not have the GameControllerBehavior!"); grid = GetComponent<GridBehavior>(); if(grid == null) Debug.LogError ("GridBehavior is applied to an object that does not have the GridBehavior!"); }
/// <summary> /// This to setup neighbor lists for each node in the grid. /// /// Alex Reiss /// </summary> void Start() { int currentIndex = 0; gameController = GetComponent <GameControllerBehaviour>(); for (int index = 0; index < gameController.enemyTeam.Count; index++) { ignoreList.Add(gameController.enemyTeam[index].currentMovePoint); } for (int index = 0; index < gameController.playerTeam.Count; index++) { ignoreList.Add(gameController.playerTeam[index].currentMovePoint); } for (int index = 0; index < gameController.nuetrals.Count; index++) { ignoreList.Add(gameController.nuetrals[index].currentMovePoint); } for (int length = 0; length < theMapLength; length++) { for (int width = 0; width < theMapWidth; width++) { if (theMap[width + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].index = currentIndex; } if (length < theMapLength - 1) { if (isFenced) { if (theMap[width + (length * theMapWidth)] && theMap[width + ((length + 1) * theMapWidth)] && theVerticalFence[width + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[0] = theMap[width + ((length + 1) * theMapWidth)]; theMap[width + ((length + 1) * theMapWidth)].neighborList[2] = theMap[width + (length * theMapWidth)]; } } else { if (theMap[width + (length * theMapWidth)] && theMap[width + ((length + 1) * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[0] = theMap[width + ((length + 1) * theMapWidth)]; theMap[width + ((length + 1) * theMapWidth)].neighborList[2] = theMap[width + (length * theMapWidth)]; } } } if (width < theMapWidth - 1) { if (isFenced) { if (theMap[width + (length * theMapWidth)] && theMap[width + 1 + (length * theMapWidth)] && theHorizontalFence[width + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[1] = theMap[width + 1 + (length * theMapWidth)]; theMap[width + 1 + (length * theMapWidth)].neighborList[3] = theMap[width + (length * theMapWidth)]; } } else { if (theMap[width + (length * theMapWidth)] && theMap[width + 1 + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[1] = theMap[width + 1 + (length * theMapWidth)]; theMap[width + 1 + (length * theMapWidth)].neighborList[3] = theMap[width + (length * theMapWidth)]; } } } currentIndex++; } } }
void Init() { instance = this; timeToDeathConst = timeToDeath; CreateTree(); }
/// <summary> /// Sets the reference to the game controller /// </summary> private void Awake() { gc = GameObject.FindWithTag("GameController").GetComponent <GameControllerBehaviour>(); }
void Start() { theMiniMap = new MiniMapPointBehaviour[theGrid.theMapLength * theGrid.theMapWidth]; gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent<GameControllerBehaviour>(); miniMapWidth = theGrid.theMapWidth; miniMapLength = theGrid.theMapLength; float xPositionOffset = -(miniMapWidth / 2.0f); float yPositionOffset = -(miniMapLength / 2.0f); float currentXPosition = 0.0f; float currentYPosition = 0.0f; for (int x = 0; x < miniMapLength; x++) { currentXPosition = xPositionOffset * 0.1f + 0.05f; currentYPosition = (yPositionOffset + x + 0.5f) * 0.1f; for (int z = 0; z < miniMapWidth; z++) { MiniMapPointBehaviour newMiniMapPoint = null; newMiniMapPoint = (MiniMapPointBehaviour)Instantiate(miniPointPrefab, new Vector3(currentXPosition, 0.0f, currentYPosition), Quaternion.identity); newMiniMapPoint.transform.parent = transform; newMiniMapPoint.name = abc[z].ToString() + x.ToString(); newMiniMapPoint.transform.localPosition = new Vector3(currentXPosition, currentYPosition, -0.01f); currentXPosition = (xPositionOffset + z + 1) * 0.1f + 0.05f; theMiniMap[z + (x * miniMapWidth)] = newMiniMapPoint; } } for (int x = 0; x < miniMapLength; x++) { for (int z = 0; z < miniMapWidth; z++) { if (!theGrid.theMap[z + (x * miniMapWidth)]) { Destroy(theMiniMap[z + (x * miniMapWidth)].gameObject); } } } for (int i = 0; i < gameController.playerTeam.Count; i++) { MiniMapActorBehavior newMiniMapPlayer = null; newMiniMapPlayer = (MiniMapActorBehavior)Instantiate(miniMapPlayer, new Vector3(0, 0.0f, 0.5f), Quaternion.identity); newMiniMapPlayer.transform.parent = transform; newMiniMapPlayer.transform.localPosition = new Vector3(0.0f, 0.0f, 0.1f); playerSquadList.Add(newMiniMapPlayer); } for (int i = 0; i < gameController.enemyTeam.Count; i++) { MiniMapActorBehavior newMiniMapEnemy = null; newMiniMapEnemy = (MiniMapActorBehavior)Instantiate(miniMapEnemy, new Vector3(0, 0.0f, 0.5f), Quaternion.identity); newMiniMapEnemy.transform.parent = transform; newMiniMapEnemy.transform.localPosition = new Vector3(0.0f, 0.0f, 0.1f); enemySquadList.Add(newMiniMapEnemy); } for (int i = 0; i < gameController.nuetrals.Count; i++) { MiniMapActorBehavior newMiniMapNuetral = null; newMiniMapNuetral = (MiniMapActorBehavior)Instantiate(miniMapNeutral, new Vector3(0, 0.0f, 0.5f), Quaternion.identity); newMiniMapNuetral.transform.parent = transform; newMiniMapNuetral.transform.localPosition = new Vector3(0.0f, 0.0f, 0.1f); neutralSquadList.Add(newMiniMapNuetral); } }
void Start() { //theMap = new MovePointBehavior[theMapLength * theMapWidth]; gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent<GameControllerBehaviour>(); for (int index = 0; index < gameController.enemyTeam.Count; index++) ignoreList.Add(gameController.enemyTeam[index].currentMovePoint); for (int index = 0; index < gameController.playerTeam.Count; index++) ignoreList.Add(gameController.playerTeam[index].currentMovePoint); for (int index = 0; index < gameController.nuetrals.Count; index++) ignoreList.Add(gameController.nuetrals[index].currentMovePoint); for (int length = 0; length < theMapLength; length++) { for (int width = 0; width < theMapWidth; width++) { if (length < theMapLength - 1) { if (theMap[width + (length * theMapWidth)] && theMap[width + ((length + 1) * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[0] = theMap[width + ((length + 1) * theMapWidth)]; theMap[width + ((length + 1) * theMapWidth)].neighborList[2] = theMap[width + (length * theMapWidth)]; } } if (width < theMapWidth - 1) { if (theMap[width + (length * theMapWidth)] && theMap[width + 1 + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[1] = theMap[width + 1 + (length * theMapWidth)]; theMap[width + 1 + (length * theMapWidth)].neighborList[3] = theMap[width + (length * theMapWidth)]; } } } } }
void Start() { minimapBG = GameObject.Find("MiniMapBG"); theMiniMap = new MiniMapPointBehaviour[theGrid.theMapLength * theGrid.theMapWidth]; gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent <GameControllerBehaviour>(); miniMapWidth = theGrid.theMapWidth; miniMapLength = theGrid.theMapLength; float xPositionOffset = -(miniMapWidth / 2.0f); float yPositionOffset = -(miniMapLength / 2.0f); float currentXPosition = 0.0f; float currentYPosition = 0.0f; for (int x = 0; x < miniMapLength; x++) { currentXPosition = xPositionOffset * 0.1f + 0.05f; currentYPosition = (yPositionOffset + x + 0.5f) * 0.1f; for (int z = 0; z < miniMapWidth; z++) { MiniMapPointBehaviour newMiniMapPoint = null; newMiniMapPoint = (MiniMapPointBehaviour)Instantiate(miniPointPrefab, new Vector3(currentXPosition, 0.0f, currentYPosition), Quaternion.identity); newMiniMapPoint.transform.parent = transform; newMiniMapPoint.name = abc[z].ToString() + x.ToString(); newMiniMapPoint.transform.localPosition = new Vector3(currentXPosition, currentYPosition, -0.01f); newMiniMapPoint.renderer.enabled = true; currentXPosition = (xPositionOffset + z + 1) * 0.1f + 0.05f; theMiniMap[z + (x * miniMapWidth)] = newMiniMapPoint; } } for (int x = 0; x < miniMapLength; x++) { for (int z = 0; z < miniMapWidth; z++) { if (!theGrid.theMap[z + (x * miniMapWidth)]) { Destroy(theMiniMap[z + (x * miniMapWidth)].gameObject); } } } for (int i = 0; i < gameController.playerTeam.Count; i++) { MiniMapActorBehavior newMiniMapPlayer = null; newMiniMapPlayer = (MiniMapActorBehavior)Instantiate(miniMapPlayer, new Vector3(0, 0.0f, 0.5f), Quaternion.identity); newMiniMapPlayer.transform.parent = transform; newMiniMapPlayer.transform.localPosition = new Vector3(0.0f, 0.0f, 0.1f); newMiniMapPlayer.renderer.enabled = true; playerSquadList.Add(newMiniMapPlayer); } for (int i = 0; i < gameController.enemyTeam.Count; i++) { MiniMapActorBehavior newMiniMapEnemy = null; newMiniMapEnemy = (MiniMapActorBehavior)Instantiate(miniMapEnemy, new Vector3(0, 0.0f, 0.5f), Quaternion.identity); newMiniMapEnemy.transform.parent = transform; newMiniMapEnemy.transform.localPosition = new Vector3(0.0f, 0.0f, 0.1f); newMiniMapEnemy.renderer.enabled = true; enemySquadList.Add(newMiniMapEnemy); } for (int i = 0; i < gameController.nuetrals.Count; i++) { MiniMapActorBehavior newMiniMapNuetral = null; newMiniMapNuetral = (MiniMapActorBehavior)Instantiate(miniMapNeutral, new Vector3(0, 0.0f, 0.5f), Quaternion.identity); newMiniMapNuetral.transform.parent = transform; newMiniMapNuetral.transform.localPosition = new Vector3(0.0f, 0.0f, 0.1f); newMiniMapNuetral.renderer.enabled = true; neutralSquadList.Add(newMiniMapNuetral); } }
void Start() { gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent<GameControllerBehaviour>(); Debug.Log(theMapLength.ToString()); Debug.Log(theMapWidth.ToString()); Debug.Log(theVerticalFence.Length.ToString()); Debug.Log(theHorizontalFence.Length.ToString()); Debug.Log(theMap.Length.ToString()); for (int index = 0; index < gameController.enemyTeam.Count; index++) ignoreList.Add(gameController.enemyTeam[index].currentMovePoint); for (int index = 0; index < gameController.playerTeam.Count; index++) ignoreList.Add(gameController.playerTeam[index].currentMovePoint); for (int index = 0; index < gameController.nuetrals.Count; index++) ignoreList.Add(gameController.nuetrals[index].currentMovePoint); for (int length = 0; length < theMapLength; length++) { for (int width = 0; width < theMapWidth; width++) { if (length < theMapLength - 1) { //Debug.Log((width + (length * theMapWidth)).ToString()); if (isFenced) { if (theMap[width + (length * theMapWidth)] && theMap[width + ((length + 1) * theMapWidth)] && theVerticalFence[width + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[0] = theMap[width + ((length + 1) * theMapWidth)]; theMap[width + ((length + 1) * theMapWidth)].neighborList[2] = theMap[width + (length * theMapWidth)]; } } else { if (theMap[width + (length * theMapWidth)] && theMap[width + ((length + 1) * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[0] = theMap[width + ((length + 1) * theMapWidth)]; theMap[width + ((length + 1) * theMapWidth)].neighborList[2] = theMap[width + (length * theMapWidth)]; } } } if (width < theMapWidth - 1) { if (isFenced) { if (theMap[width + (length * theMapWidth)] && theMap[width + 1 + (length * theMapWidth)] && theHorizontalFence[width + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[1] = theMap[width + 1 + (length * theMapWidth)]; theMap[width + 1 + (length * theMapWidth)].neighborList[3] = theMap[width + (length * theMapWidth)]; } } else { if (theMap[width + (length * theMapWidth)] && theMap[width + 1 + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[1] = theMap[width + 1 + (length * theMapWidth)]; theMap[width + 1 + (length * theMapWidth)].neighborList[3] = theMap[width + (length * theMapWidth)]; } } } } } }
/// <summary> /// Start this instance. /// </summary> //protected override void Start() void Start() { //base.Start(); isEnabled = false; // Commented out until we have art assests //ToggleMenuGroup(); gameController = GameObject.FindGameObjectWithTag("Grid").GetComponent<GameControllerBehaviour>(); menuGroup = GameObject.Find("Menu Group HUD").gameObject; turnCount = GameObject.Find("turnCountText").GetComponent<TextMesh>(); whoseTurn = GameObject.Find("whoseTurnText").GetComponent<TextMesh>(); }
/// <summary> /// This to setup neighbor lists for each node in the grid. /// /// Alex Reiss /// </summary> void Start() { int currentIndex = 0; gameController = GetComponent<GameControllerBehaviour>(); for (int index = 0; index < gameController.enemyTeam.Count; index++) ignoreList.Add(gameController.enemyTeam[index].currentMovePoint); for (int index = 0; index < gameController.playerTeam.Count; index++) ignoreList.Add(gameController.playerTeam[index].currentMovePoint); for (int index = 0; index < gameController.nuetrals.Count; index++) ignoreList.Add(gameController.nuetrals[index].currentMovePoint); for (int length = 0; length < theMapLength; length++) { for (int width = 0; width < theMapWidth; width++) { if (theMap[width + (length * theMapWidth)]) theMap[width + (length * theMapWidth)].index = currentIndex; if (length < theMapLength - 1) { if (isFenced) { if (theMap[width + (length * theMapWidth)] && theMap[width + ((length + 1) * theMapWidth)] && theVerticalFence[width + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[0] = theMap[width + ((length + 1) * theMapWidth)]; theMap[width + ((length + 1) * theMapWidth)].neighborList[2] = theMap[width + (length * theMapWidth)]; } } else { if (theMap[width + (length * theMapWidth)] && theMap[width + ((length + 1) * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[0] = theMap[width + ((length + 1) * theMapWidth)]; theMap[width + ((length + 1) * theMapWidth)].neighborList[2] = theMap[width + (length * theMapWidth)]; } } } if (width < theMapWidth - 1) { if (isFenced) { if (theMap[width + (length * theMapWidth)] && theMap[width + 1 + (length * theMapWidth)] && theHorizontalFence[width + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[1] = theMap[width + 1 + (length * theMapWidth)]; theMap[width + 1 + (length * theMapWidth)].neighborList[3] = theMap[width + (length * theMapWidth)]; } } else { if (theMap[width + (length * theMapWidth)] && theMap[width + 1 + (length * theMapWidth)]) { theMap[width + (length * theMapWidth)].neighborList[1] = theMap[width + 1 + (length * theMapWidth)]; theMap[width + 1 + (length * theMapWidth)].neighborList[3] = theMap[width + (length * theMapWidth)]; } } } currentIndex++; } } }