//From the chosen options for the map in the menu. Load them into this gameObject to reference. public void LoadGameParameterData() { GameObject setupObj = GameObject.FindGameObjectWithTag("SetupData"); //unsure about the name of the object GameSetupParameters gameParameters = setupObj.GetComponent <GameSetupParameters>(); chosenTerrain = gameParameters.terrainType; mapDimensions = new Vector2(gameParameters.mapSizeX, gameParameters.mapSizeY); }
//load scene here and store all game setup information public void StartGame() { GameObject setupData = GameObject.FindGameObjectWithTag("SetupData"); GameSetupParameters parameters = setupData.GetComponent <GameSetupParameters> (); GatherTeamPlayerData(); parameters.numberOfTeams = numberOfTeams; parameters.numberOfPlayers = totalNumberOfPlayers; parameters.playerInformation = allPlayers; parameters.listOfTeams = allTeamNames; SceneManager.LoadScene(2); }
//int level is the index of the level in the build settings public void LoadScene() { //SceneManager.LoadScene (terrainChoice); GameObject setupData = GameObject.FindGameObjectWithTag("SetupData"); GameSetupParameters parameters = setupData.GetComponent <GameSetupParameters> (); parameters.terrainType = terrainChoice; parameters.mapSizeX = mapSizeX; parameters.mapSizeY = mapSizeY; parameters.elementFrequency = elementFrequency; parameters.boulders = boulders; SceneManager.LoadScene(1); }
// Use this for initialization public void Start() { onScreenBoulderCount = 0; onScreenElementBoxCount = 0; GameObject setupData = GameObject.FindGameObjectWithTag("SetupData"); GameSetupParameters parameters = setupData.GetComponent <GameSetupParameters> (); PlayableMapSize.x = parameters.mapSizeX; //default set to 20 PlayableMapSize.y = parameters.mapSizeY; //default set to 20 elementFrequency = parameters.elementFrequency; chosenTerrain = parameters.terrainType; //defalt set to lunar bouldersOn = parameters.boulders; //default set to true if (bouldersOn) { _gameMap = CreateMap(); CreateOnGroundObjects(); DrawMap(); } else //do terrain cover process { terrainCoverMap = new bool[(int)PlayableMapSize.x, (int)PlayableMapSize.y]; RandomizeTerrain(); //load the terrain manager GameObject temp = Resources.Load <GameObject> ("Prefabs/TerrainManager"); var terrainTemp = Instantiate(temp) as GameObject; terrainMode = terrainTemp.GetComponent <TerrainManager> (); terrainMode.mapDimensions = PlayableMapSize; terrainMode.chosenTerrain = chosenTerrain; terrainMode.terrainBoolMap = terrainCoverMap; terrainMode.tileScale = tileScale; terrainMode.origin = origin; terrainMode.tileBuffer = screenBuffer; } }
// Use this for initialization void Start() { gameWon = false; basesPresent = false; playersDistributed = false; boulderCount = 0; elementBoxCount = 0; UIOverlayCanvas = GameObject.Find("UIOverlayCanvas"); //load the UI canvas GameObject setupData = GameObject.FindGameObjectWithTag("SetupData"); parameters = setupData.GetComponent <GameSetupParameters> (); LoadControlPanel(); GatherPlayers(); //Load menu screen parameters in to mapcontroller? //Load player selection from menu screen in to "players" list }
public void SetGameSetupParameters(GameSetupParameters gameSetupParameters) { this.gameSetupParameters = gameSetupParameters; Debug.Log("SetGameSetupParameters | isNewGame: " + gameSetupParameters.isNewGame); }