// Use this for initialization void Start() { mapData = transform.Find("map").GetComponent <MapData>(); makeMap = transform.Find("map").GetComponent <MakeMap>(); playerManager = transform.Find("PlayerManager").GetComponent <PlayerManager>(); InitHero(); }
private void Awake() { m_MonsterAnim = GetComponent <Animator>(); map = FindObjectOfType <MakeMap>(); CurrentPos = new Vector3(m_X, m_Y); Road = map.RoadMap; HP = GameManager.Getinstance().Monster_HP; Max_HP = GameManager.Getinstance().Monster_HP; SetHP_Bar(); }
private void moveNorth() { GameObject map = GameObject.Find("Map"); MakeMap mapScript = map.GetComponent <MakeMap>(); if ((int)this.transform.position.x < mapScript.map.Length) { ThirdPersonCharacter mycontroler = GetComponent <ThirdPersonCharacter>(); mycontroler.Move(new Vector3(0, 0, 1), false, false); idle = false; workRemaining = 15; } }
/// <summary> /// Возвращает вершину, заданную парой координат и делает её текущей /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="selected"></param> /// <returns></returns> public bool GetSelected(int x, int y, out Vertex selected) { selected = null; for (int i = 0; i < List.Count; i++) { if (MakeMap.IsPointInRectangle(List.ElementAt(i).X, List.ElementAt(i).Y, x, y)) { selected = List.ElementAt(i); MakeMap.ViewPort.Invalidate(); return(true); } } return(false); }
/// <summary> /// Возвращает вершину, заданную парой коорднинат /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public bool GetSelected(int x, int y) { for (int i = 0; i < List.Count; i++) { if (MakeMap.IsPointInRectangle(List.ElementAt(i).X, List.ElementAt(i).Y, x, y)) { MakeMap.ViewPort.SelectVertex(List.ElementAt(i)); return(true); } } MakeMap.ViewPort.UnSelectAll(); return(false); }
/// <summary> /// Возвращает из списка дугу, которой принадлежит /// точка, указанная парой координат /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public bool GetSelected(int x, int y) { for (int i = 0; i < List.Count; i++) { if (MakeMap.IsPointOnEdge(x, y, List.ElementAt(i).GetHead().X, List.ElementAt(i).GetHead().Y, List.ElementAt(i).GetEnd().X, List.ElementAt(i).GetEnd().Y)) { MakeMap.ViewPort.SelectEdge(List.ElementAt(i)); return(true); } } MakeMap.ViewPort.UnSelectAll(); return(false); }
public static int Main (string [] args) { FileGenerator[] generators = new FileGenerator[]{ new HeaderFileGenerator (), new SourceFileGenerator (), new ConvertFileGenerator (), new MphPrototypeFileGenerator (), }; MakeMap composite = new MakeMap (); foreach (FileGenerator g in generators) { composite.FileCreators += new CreateFileHandler (g.CreateFile); composite.AssemblyAttributesHandler += new AssemblyAttributesHandler (g.WriteAssemblyAttributes); composite.TypeHandler += new TypeHandler (g.WriteType); composite.FileClosers += new CloseFileHandler (g.CloseFile); } return composite.Run (args); }
void Start() { InitializeEntity(); AutoTarget = new AstralProjection(gameObject); canAttack = true; if (attackingg == null) { attackingg = GameObject.FindGameObjectWithTag("Player"); attacking = attackingg.GetComponent <Entities>(); } mapgen = GameObject.FindGameObjectWithTag("MapGen").GetComponent <MakeMap>(); initFloor = mapgen.DungeonFloor; ai = new MovementAI(mapgen.currentFloor()); isWandering = true; isBlindlyChasing = false; /* * path = ai.getPath (gameObject.transform.position, attackingg.transform.position); * ai.currentNode = path.pop (); */ }
private void Start() { InitializeEntity(); SelfCast = new Heal(gameObject); SelfCast2 = new PoisonCloud(gameObject); AutoTarget = new Fireball(gameObject); AutoTarget2 = new Mudball(gameObject); PosTarget = new MagicMissle(gameObject); anim = GetComponent <Animator> (); curHealth = gameObject.GetComponent <Status> ().getHealth(); blood = transform.Find("Blood").GetComponent <ParticleSystem>(); Dungeon = GameObject.Find("MapGenerator").GetComponent <MakeMap>(); weapon = transform.Find("Weapon"); playerGUI = new PlayerGUI(this); paused = false; Time.timeScale = 1; }
// Update is called once per frame void Update() { //first use resources hunger--; warmth--; age++; if (happy > 0) { happy--; } if (birthCoolDown > 0) { birthCoolDown--; } //next consume if possible if (hunger < maxHunger - foodValue && food > 0) { food--; hunger += foodValue; } if (warmth < maxWarmth - clothValue && cloth > 0) { cloth--; warmth += clothValue; } if (lux > 0) { lux--; happy += luxValue; } //changes from last cycle are made. Calculate fitness fitness = this.getFitness(); if (idle) { //if idle we need to gather the information for the //input layer of the NN then forward feed the vector //this will give us an action to preform GameObject map = GameObject.Find("Map"); MakeMap mapScript = map.GetComponent <MakeMap>(); Vector3 position = this.transform.position; GameObject currentLoc = mapScript.map[(int)position.x, (int)position.z]; Tile currentTile = currentLoc.GetComponent <Tile>(); float[] input = { hunger - maxHunger / 2, warmth - maxWarmth / 2, happy, gold, currentTile.foodProduction, currentTile.clothingProduction, currentTile.luxProduction, currentTile.goldProduction }; float[] output = myBrain.FeedForward(input); action = 0; for (int i = 0; i < output.Length; i++) { if (output[i] >= output[action]) { action = i; } } switch (action) { case 0: makeFood(currentTile); break; case 1: makeCloth(currentTile); break; case 3: makeLux(currentTile); break; case 4: makeGold(currentTile); break; case 5: moveNorth(); break; case 6: moveSouth(); break; case 7: moveEast(); break; case 8: moveWest(); break; default: //do nothing; break; } } else { workRemaining--; if (workRemaining <= 0) { idle = true; ThirdPersonCharacter mycontroler = GetComponent <ThirdPersonCharacter>(); mycontroler.Move(new Vector3(0, 0, 0), false, false); } } }