public void Die() { //Finding objects mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); eventHandler = GameObject.FindGameObjectWithTag("EventHandler"); //Get objects Components CameraFollow camFollow = mainCamera.GetComponent <CameraFollow>(); GameUIController gameUIControl = eventHandler.GetComponent <GameUIController>(); CoinSystem coinSystem = eventHandler.GetComponent <CoinSystem>(); CollectingSystem collectingSystem = GetComponent <CollectingSystem>(); GenerateTerrain generateTerrain = eventHandler.GetComponent <GenerateTerrain>(); //Set Variables camFollow.isGameStarted = false; //Save score and Collected Coins coinSystem.SaveCoins(collectingSystem.collectedCoins); switch (generateTerrain.gameMode) { case "DeathRun": gameUIControl.SaveDeathRunScore(); break; case "TimeTrial": gameUIControl.SaveTimeTrialScore(); break; } Destroy(this.gameObject); }
///////////////////////////////////////////////////////// #region Unity's functions public override void OnInspectorGUI() { showRotate = GameObject.Find("Terrain"); DrawDefaultInspector(); GenerateTerrain myTarget = (GenerateTerrain)target; if (GUILayout.Button("Select Maze")) { myTarget.SetSelectMaze(true); showRotate = true; } //if (showRotate) //{ // if (GUILayout.Button("Rotate Terrain")) // { // GameObject terrain = GameObject.Find("Terrain"); // var rotation = terrain.transform.rotation.eulerAngles; // rotation.z += rotation.z >= 270 ? 90 : -270; // } //} if (GUILayout.Button("Reset")) { myTarget.Reset(); } }
// Use this for initialization void Start() { terrain = GameObject.Find("Terrain").GetComponent <GenerateTerrain>(); playerMarker = GameObject.Find("PlayerUI/HUD/Panel/PlayerMarker").GetComponent <RectTransform>(); world = GameObject.Find("PlayerUI/HUD/Panel/World").GetComponent <RectTransform>(); spawnRocket = GetComponent <SpawnRocketAI>(); }
void Start() { gt = go.GetComponent("GenerateTerrain") as GenerateTerrain; isGenerated = false; thisTrigger.GetComponent<Renderer>().enabled = true; tagName = thisTrigger.transform.gameObject.tag; //Debug.Log("Spawned a " + tagName); }
// Use this for initialization IEnumerator Start() { generateTerrain = GetComponent <GenerateTerrain>(); while (!generateTerrain.done) { yield return(null); } run = true; }
// Use this for initialization void Start() { // Define the button's functionality when pressed. button.onClick.AddListener(GenerateTerrain); terrainScript = terrainObject.GetComponent <GenerateTerrain>(); // Initialize the text properly. SetSeedText(terrainScript.seed); }
public override void OnInspectorGUI() { DrawDefaultInspector(); GenerateTerrain myScript = (GenerateTerrain)target; myScript.seaLevel = Float_CheckBoundary(myScript.seaLevel, seaLevelMin, seaLevelMax); if (GUILayout.Button("Generate")) { myScript.Generate(); } if (GUILayout.Button("Destroy Object")) { myScript.DestroyObject(); } }
public override void OnInspectorGUI() { GenerateTerrain terrainGenerator = (GenerateTerrain)target; if (DrawDefaultInspector() && terrainGenerator.autoGenerate) { terrainGenerator.drawMap(); } if (GUILayout.Button("Generate")) { terrainGenerator.drawMap(); } if (GUILayout.Button("Clear Map")) { terrainGenerator.ClearMap(); } }
// object initialization public void init() { TerrainGenerator = gameObject.GetComponent <GenerateTerrain> (); SceneryObject_Ref = SceneryObject_Prefab; slope_height = tile_size * slope_factor; chunk_size_x = side_tile_count * tile_size; chunk_size_y = side_tile_count * tile_size; origin = gameObject.transform.position; MapLoader mloader = new MapLoader(); mloader.openFile(texture_size_x, texture_size_y, heightmap_path); List <int[, ]> lmaps = mloader.getLevelMapList(level_count, level_zero_grayscale, side_tile_count, out terrain_chunks_x, out terrain_chunks_y); mloader = new MapLoader(); mloader.openFile(texture_size_x, texture_size_y, tileTypeMap_path); List <TileType[, ]> ttmaps = mloader.getTileTypeMapList(side_tile_count); WorldLevelMaps = setWorldLevelMaps(ref lmaps, terrain_chunks_x, terrain_chunks_y); WorldTileTypeMaps = setWorldTileTypeMaps(ref ttmaps, terrain_chunks_x, terrain_chunks_y); initSceneryObjPool(); initPathObjPool(); loaded_chunks = new TC_HashTable(terrain_chunks_x * terrain_chunks_y, terrain_chunks_x, terrain_chunks_x, terrain_chunks_y); last_cam_position = Vector3.zero; TerrainChunks = new TChunk[terrain_chunks_y, terrain_chunks_x]; for (int i = 0; i < terrain_chunks_y; ++i) { for (int j = 0; j < terrain_chunks_x; ++j) { int index_x = j; int index_y = i; List <int[]> neighbor_level_maps = getNeighborLevelMaps(index_x, index_y, ref WorldLevelMaps); Vector3 chunk_origin = origin; chunk_origin.x += chunk_size_x * index_x; chunk_origin.z -= chunk_size_y * index_y; Vector3 chunk_center = new Vector3(chunk_origin.x + chunk_size_x * 0.5f, 0, chunk_origin.z - chunk_size_y * 0.5f); GameObject new_terrain_chunk = (GameObject)Instantiate(TerrainChunk_Prefab); new_terrain_chunk.transform.parent = transform; GenerateTerrainChunk generator = new_terrain_chunk.GetComponent <GenerateTerrainChunk> (); generator.generate(index_x, index_y, tile_size, slope_height, side_tile_count, chunk_origin, chunk_center, ref WorldLevelMaps, WorldTileTypeMaps, terrain_chunks_x, terrain_chunks_y, textures_x, textures_y, ref neighbor_level_maps, new_terrain_chunk.GetComponent <MeshFilter> ()); GameObject new_ws_chunk = (GameObject)Instantiate(WaterSurfaceChunk_Prefab); new_ws_chunk.transform.parent = new_terrain_chunk.transform; new_ws_chunk.transform.position = new_terrain_chunk.transform.position; generator.generateWaterSurface(new_ws_chunk); TChunk terrain_chunk = new TChunk(index_x, index_y, chunk_origin, chunk_center, ref new_terrain_chunk, ref new_ws_chunk, ref generator); TerrainChunks[index_y, index_x] = terrain_chunk; } } }
//public System.Predicate<ChunkData> chunkPredicate = new System.Predicate<ChunkData>(checkChunk); // Use this for initialization void Start() { terrain = GameObject.Find ("TerrainGenerator").GetComponent<GenerateTerrain>(); }
// TerrainGenerator initialization void initTerrainGenerator() { terrainGenerator = terrainObject.GetComponent <GenerateTerrain> (); terrainGenerator.init(); }
void Start() { gt = go.GetComponent("GenerateTerrain") as GenerateTerrain; }
//public System.Predicate<ChunkData> chunkPredicate = new System.Predicate<ChunkData>(checkChunk); // Use this for initialization void Start() { terrain = GameObject.Find ("TerrainGenerator").GetComponent<GenerateTerrain>(); InventoryParent = GameObject.Find ("Grid"); /* Inventory.Add (new Item("Iron", 15, 120)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140)); Inventory.Add (new Item("Steel", 10, 140));*/ }
// Start is called before the first frame update private void Start() { generateTerrain = FindObjectOfType <GenerateTerrain>(); }