private Town[] InitializeTowns() { SpawnTowns(NUMBER_OF_TOWNS_TO_SPAWN); townPlayerAt = FindPoorestTown(); Instantiate(MapAssets.GetInstance().RedCircle, new Vector3(townPlayerAt.GetLocation().x, townPlayerAt.GetLocation().y - 1, townPlayerAt.GetLocation().z), Quaternion.identity); return(towns); }
private void SpawnTowns(int numTowns) { towns = new Town[numTowns]; for (int i = 0; i < numTowns; i++) { towns[i] = SpawnTown(); Vector3 loc = towns[i].GetLocation(); Instantiate(MapAssets.GetInstance().Town, new Vector3(loc.x, loc.y, loc.z), Quaternion.identity); } }
private void Awake() { //If this is the first time map is loaded, instantiate global values if (GlobalValues.MaxHealth == 0) { Debug.Log("Instantiating Global Values"); GlobalValues.CurrentScene = GlobalValues.Scene.Map; GlobalValues.MaxHealth = 80; GlobalValues.CurrentHealth = GlobalValues.MaxHealth; GlobalValues.Money = 100; GlobalValues.Deck = InitializeDeck(); GlobalValues.Towns = InitializeTowns(); GlobalValues.TownPlayerAt = townPlayerAt; } //If not, we load in our GlobalValues else { GlobalValues.CurrentScene = GlobalValues.Scene.Map; Debug.Log("Loading Global Values"); towns = GlobalValues.Towns; foreach (Town t in towns) { Instantiate(MapAssets.GetInstance().Town, new Vector3(t.GetLocation().x, t.GetLocation().y, t.GetLocation().z), Quaternion.identity); } townPlayerAt = GlobalValues.TownPlayerAt; Instantiate(MapAssets.GetInstance().RedCircle, new Vector3(townPlayerAt.GetLocation().x, townPlayerAt.GetLocation().y - 1, townPlayerAt.GetLocation().z), Quaternion.identity); } /* * SpawnTowns(NUMBER_OF_TOWNS_TO_SPAWN); * foreach (Town t in towns) * t.LogTown(); * * townPlayerAt = FindPoorestTown(); * Instantiate(MapAssets.GetInstance().RedCircle, new Vector3(townPlayerAt.GetLocation().x, townPlayerAt.GetLocation().y-1, townPlayerAt.GetLocation().z), Quaternion.identity); */ }