private void Start() { gm = GameMaster.instance; mg = MapGeneration.instance; _init_(); StartCoroutine("wait"); }
void Start() { if (mapGeneration == null) { mapGeneration = this; } else { Destroy(this); } //// Use Object pooling for the wall generation. Start with 20 walls. // for (int i = 0; i < 20; i++) // { // GameManager.instance.addWall(wall); // } // Create the first one at the edge of screen LastPathPoint = new Vector2(10, UnityEngine.Random.Range(BOTTOM_PLAYER_POS, TOP_PLAYER_POS)); // Generate first buffer, will always keep a buffer of 40 units Chunks.Add(GenerateChunk()); List <Vector2> firstChunkPoints = Chunks[0].getProceedingPathPoints(); List <Vector2> firstChunkPointsOFFUP = Chunks[0].getProceedingPathPointsUP(); List <Vector2> firstChunkPointsOFFDOWN = Chunks[0].getProceedingPathPointsDOWN(); for (int i = 0; i < firstChunkPoints.Count - 1; i++) { Debug.DrawLine(firstChunkPoints[i], firstChunkPoints[i + 1], Color.red, 10000f); Debug.DrawLine(firstChunkPointsOFFUP[i], firstChunkPointsOFFUP[i + 1], Color.red, 10000f); Debug.DrawLine(firstChunkPointsOFFDOWN[i], firstChunkPointsOFFDOWN[i + 1], Color.red, 10000f); } }
public void update_neighbours() { //ARRANGE GameObject hexGO = new GameObject(); GameObject gameObject = new GameObject(); MapGeneration mapGeneration = gameObject.AddComponent <MapGeneration>(); mapGeneration.HexagonPrefab = hexGO; mapGeneration.MapRadius = 10; //generate map mapGeneration.HexDict = new Dictionary <Vector3Int, IHexagon>(); mapGeneration.GenerateMap(); mapGeneration.UpdateHexNeighbours(); mapGeneration.ConnectContentsToHex(); //get random hex Vector3Int coords = new Vector3Int(-3, 2, 1); IHexagon hex = (IHexagon)mapGeneration.HexDict[coords]; //manually calculate its neighbours List <Vector3Int> directions = mapGeneration.GetDirections(); List <IHexagon> neighbours = new List <IHexagon>(); foreach (Vector3Int direction in directions) { neighbours.Add(mapGeneration.HexDict[coords + direction]); } //ASSERT Assert.AreEqual(neighbours, hex.MyHexMap.Neighbours); }
public void Start() { coordsCore[0] = -1; coordsCore[1] = -1; if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } if (GameController.CurrentWaveDetails.terrainGenObject != null) { var terrainGenObject = GameController.CurrentWaveDetails.terrainGenObject; seed = terrainGenObject.seed; minX = terrainGenObject.minX; maxX = terrainGenObject.maxX; minY = terrainGenObject.minY; maxY = terrainGenObject.maxY; } else { // Generate seed seed = generateSeed(); } // Generate map generateMap(this.seed); fortBase.GetComponentInChildren <Core>().gameObject.transform.position = new Vector3(coordsCore[0], coordsCore[1]); }
/* * this is where all variables are initialized * */ void init() { // a list of enemies enemy = new List <GameObject> (); mapCoordinates = new List <MapCoordinates> (); hitOrMiss = GameObject.Find("HitOrMiss").GetComponent <Text> (); enemyHit = GameObject.Find("EnemyHit").GetComponent <Text> (); playerPanel.transform.position = new Vector3(Screen.width / 2, Screen.height / 2, 0); experienceCounter.text = "Experience: " + experience; numberOfEnemies = maxEnemies; // set all extra panels to off gameOver.SetActive(false); winScreen.SetActive(false); pauseMenu.SetActive(false); // the size of the map instantiated tiles = new int[mapSizeX, mapSizeY]; // creates instance of a map generator mapGenerator = new MapGeneration(mapSizeX, mapSizeY, player); //inventory = GameObject.Find ("Inventory").GetComponent<Inventory> (); }
public Grid(Setup_Render setup, Config_Map config, TerrainType[,] types) { gridUtils.InjectDependencies(this, setup.Mat_Terrain, setup.Mat_Border); _mapConfig = config; // GRID AND TILE INFORMATION Size = config.GridSize; TileHeight = config.TileSize; TileThickness = config.TileThickness; // for grid mesh Hexagons = new Hexagon[Size, Size]; _terrainResource = new TerrainResource(setup); if (types == null) { _terrainTypes = MapGeneration.GenerateTerrainTypes(config); } else { _terrainTypes = types; } // Init Hexagons with Border InitHexagons(); InitVertexData(); }
public void hexes_in_range() { GameObject gameObject = new GameObject(); MapGeneration mapGeneration = gameObject.AddComponent <MapGeneration>(); mapGeneration.HexagonPrefab = new GameObject(); mapGeneration.MapRadius = 10; mapGeneration.HexDict = new Dictionary <Vector3Int, IHexagon>(); mapGeneration.GenerateMap(); mapGeneration.UpdateHexNeighbours(); mapGeneration.ConnectContentsToHex(); IHexagon startHex = mapGeneration.HexDict[new Vector3Int(0, 0, 0)]; MapPathfinding mapPathfinding = new MapPathfinding(); HashSet <IHexagon> hexesInRange = mapPathfinding.GetHexesInRange(startHex, 1); HashSet <IHexagon> neighboursAndStart = startHex.MyHexMap.Neighbours; neighboursAndStart.Add(startHex); foreach (IHexagon neighbour in startHex.MyHexMap.Neighbours) { Assert.IsTrue(hexesInRange.Contains(neighbour)); } foreach (IHexagon hex in hexesInRange) { Assert.IsTrue(neighboursAndStart.Contains(hex)); } }
public void pathfinding() { GameObject gameObject = new GameObject(); MapGeneration mapGeneration = gameObject.AddComponent <MapGeneration>(); mapGeneration.HexagonPrefab = new GameObject(); mapGeneration.MapRadius = 10; mapGeneration.HexDict = new Dictionary <Vector3Int, IHexagon>(); mapGeneration.GenerateMap(); mapGeneration.UpdateHexNeighbours(); mapGeneration.ConnectContentsToHex(); IHexagon start_hex = mapGeneration.HexDict[new Vector3Int(0, 0, 0)]; IHexagon end_hex = mapGeneration.HexDict[new Vector3Int(0, -4, 4)]; MapPathfinding mapPathfinding = new MapPathfinding(); MapPath path = mapPathfinding.GeneratePath(start_hex, end_hex); MapPath arbitrary_path = new MapPath(); for (int i = 4; i >= 0; i--) { arbitrary_path.PathStack.Push(mapGeneration.HexDict[new Vector3Int(0, -i, i)]); } arbitrary_path.cost = 4; Assert.AreEqual(arbitrary_path.PathStack, path.PathStack); Assert.AreEqual(arbitrary_path.cost, path.cost); }
public void Awake() { time = Time.time; Loaded = false; mGen = GetComponent<MapGeneration> (); //new MapGeneration(); pFind = GetComponent<AStar> (); photonView = GetComponent<PhotonView> (); seed = 0; if (PhotonNetwork.isMasterClient) { seed = Random.seed; for (int i = -4; i <= 4; ++i) { for(int j = -4; j <= 4; ++j){ mGen.GenerateBlock (i, j, seed, 0, 0); } } mGen.CreateGrid(0, 0); Loaded = true; lastX = 0; lastY = 0; } // in case we started this demo with the wrong scene being active, simply load the menu scene if (!PhotonNetwork.connected) { Application.LoadLevel(Menu.SceneNameMenu); return; } // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate playerObject = PhotonNetwork.Instantiate(this.playerPrefab.name, transform.position, Quaternion.identity, 0); playerController = playerObject.GetComponent<ThirdPersonController> (); }
public IEnumerator Setup() { yield return(TestUtils.LaunchNewPoolBenchmarkAsync(true, true)); ResetFrameTime(); //Setup SpawnPositions var spawns = MapGeneration.GeneratePointsScattered(0, 0, TestUtils.MAX_SPAWNS); for (int i = 0; i < TestUtils.MAX_SPAWNS; i++) { _collectionSpawnpoints.Add(new Vector3(spawns[i].x, spawns[i].y, spawns[i].z)); var go = GameObject.Instantiate(Resources.Load <GameObject>(_prefabPath)); go.SetActive(false); _pool.Add(go); } RenderMaster.RenderTerrain = false; for (int i = 0; i < m_StabilizationFrames; i++) { yield return(0); } }
private void Awake() { if (Instance != null) { throw new System.Exception(); } Instance = this; }
// Start is called before the first frame update void Start() { playerBody = gameObject.GetComponent <Rigidbody2D>(); animator = gameObject.GetComponent <Animator>(); spRenderer = gameObject.GetComponent <SpriteRenderer>(); map = FindObjectOfType <MapGeneration>(); //there should only be one in a scene. menu = FindObjectOfType <MenuScript>(); playerStats = PlayerStats.getInstacne(); }
private void Start() { coins = PlayerPrefs.GetInt("coins"); level = PlayerPrefs.GetInt("level"); mg = MapGeneration.instance; coinsTextField.text = coins.ToString(); GoToMainMenu(); }
void OnEnable() { instance = this; playerCulling.cullMapsGrid = new Culling [mapTexture.width / tilemapChunkSize.x, mapTexture.height / tilemapChunkSize.y]; foreach (var chunk in tileChunks) { playerCulling.NewMap(chunk.GetComponent <Culling>()); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); MapGeneration mapGeneration = (MapGeneration)target; if (GUILayout.Button("Generate Map")) { mapGeneration.Init(); } }
public Agent(int _x, int _y, int _direction, MapGeneration _parent) { parent = _parent; grid = parent.GetGrid(); x = _x; y = _y; direction = _direction; }
public static void SaveWorld(int seed, MapGeneration map, FactionHandler factions, SpellGeneration spells, LoreHandler lore) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/" + seed.ToString() + "world.data"; FileStream stream = new FileStream(path, FileMode.Create); WorldData worldData = new WorldData(factions, map, spells, lore); formatter.Serialize(stream, worldData); stream.Close(); }
void Awake() { if (instance != null) { Destroy(gameObject); } else { instance = this; GameObject.DontDestroyOnLoad(gameObject); } }
private void UpdateMouseOverPlanetState() { isMouseOnAnyPlanet = false; foreach (GameObject planet in MapGeneration.GetRefrence().visiblePlanets) { if (Vector2.Distance(planet.transform.position, Camera.main.ScreenToWorldPoint(Input.mousePosition)) < PlanetTypes.GetPlanetRadius()) { lastHoveredPlanet = planet; isMouseOnAnyPlanet = true; } } }
private void Start() { playerEntity = FindObjectOfType <Player>(); playerT = playerEntity.transform; nextCampCheckTime = timeBetweenCampingChecks + Time.time; campPositionOld = playerT.position; playerEntity.OnDeath += OnPlayerDeath; map = FindObjectOfType <MapGeneration>(); NextWave(); }
private void Awake() { Instance = this; if (row % 2 == 0) { row++; } if (column % 2 == 0) { column++; } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); MapGeneration map = target as MapGeneration; map.GenerateMap(); if (GUILayout.Button("Generate Map")) { map.GenerateMap(); } }
public override void OnInspectorGUI() { MapGeneration map = target as MapGeneration; if (DrawDefaultInspector()) { map.GenerateMap(); } if (GUILayout.Button("Generate Map")) { map.GenerateMap(); } }
public void get_directions() { List <Vector3Int> directions = new List <Vector3Int>(); directions.Add(new Vector3Int(1, -1, 0)); directions.Add(new Vector3Int(1, 0, -1)); directions.Add(new Vector3Int(0, 1, -1)); directions.Add(new Vector3Int(-1, 1, 0)); directions.Add(new Vector3Int(-1, 0, 1)); directions.Add(new Vector3Int(0, -1, 1)); GameObject gameObject = new GameObject(); MapGeneration myMapGeneration = gameObject.AddComponent <MapGeneration>(); Assert.AreEqual(directions, myMapGeneration.GetDirections()); }
public GPUGrassModel(Config_Grass config) { Config = config; VerticesCount = Config.Amount * config.Segments * 2; IndicesCount = Config.Amount * (config.Segments - 1) * 6; VerticesKernelDimensions = new Vector2Int(Config.Amount, 1); IndicesKernelDimensions = new Vector2Int(Config.Amount, config.Segments); Spawnpoints = MapGeneration.GeneratePointsScattered(config.Grasswidth, config.Grasswidth, (uint)Config.Amount, 0); //todo: dependant on spawn config VerticesKernelStride = Marshal.SizeOf(typeof(GPUModelVertex)); IndicesKernelStride = Marshal.SizeOf(typeof(int)); BuildDataComputeBufferType = ComputeBufferType.Append; UpdateType = UpdateType.None; }
public override void OnInspectorGUI() { MapGeneration generationMaps = (MapGeneration)target; DrawDefaultInspector(); if (GUILayout.Button("Generate") || generationMaps.GenerationAllTime) { GenerateMapAllTime = true; generationMaps.GenerateMap(); } else { GenerateMapAllTime = false; } }
public override void OnInspectorGUI() { MapGeneration mapGen = (MapGeneration)target; if (DrawDefaultInspector()) { if (mapGen.autoUpdate) { mapGen.GenerateMap(); } } if (GUILayout.Button("Generate")) { mapGen.GenerateMap(); } }
// Use this for initialization void Start() { manager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManagerScript>(); mapGenerator = new MapGeneration(); playerShip = manager.GetPlayer().Ship.ShipModel; if (manager.GetLevel() == 1) { print("loading 1"); playerShip.transform.position = new Vector3(-7.9f, 0f, -17f); } // Call to set up the generation of the island objects islands = mapGenerator.GenerateMap(manager.GetLevel()); SetIslands(); }
public override void LoadContent() { ContentManager content = ScreenManager.Game.Content; map = content.Load <Map>("map"); MapGeneration.Generate(map); camera = new Camera(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight, map); //camera.Zoom = 0.5f; text = content.Load <Texture2D>("titles"); hud = new HUD(content.Load <Texture2D>("hud")); waterLevel = ScreenManager.Game.RenderHeight; waterParallax = new Parallax(content.Load <Texture2D>("abovewater-parallax"), 12, 0.5f, waterLevel, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, true); underwaterBGParallax = new Parallax(content.Load <Texture2D>("underwater-bg"), 4, 1f, waterLevel + 20, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), true, false); skyBGParallax = new Parallax(content.Load <Texture2D>("sky-bg"), 72, 1f, 70, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false); rocksParallax = new Parallax(content.Load <Texture2D>("seabed-rocks"), 16, 0.35f, (map.TileHeight * map.Height) - 15, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false); cloudsParallax = new Parallax(content.Load <Texture2D>("clouds"), 16, 0.35f, 25, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false, true); playerShip = new Ship(content.Load <Texture2D>("playership"), new Rectangle(0, 0, 10, 10), null, Vector2.Zero); playerShip.Position = new Vector2(64, 190); particleController.LoadContent(content); projectileController = new ProjectileController(1000, sheet => new Projectile(sheet, new Rectangle(0, 0, 4, 4), null, new Vector2(0, 0)), content.Load <Texture2D>("projectiles")); enemyController = new EnemyController(content.Load <Texture2D>("enemies"), content.Load <Texture2D>("boss")); powerupController = new PowerupController(1000, sheet => new Powerup(sheet, new Rectangle(0, 0, 6, 6), null, Vector2.Zero), content.Load <Texture2D>("powerup")); powerupController.BoxCollidesWith.Add(playerShip); projectileController.BoxCollidesWith.Add(playerShip); projectileController.BoxCollidesWith.Add(enemyController); projectileController.BoxCollidesWith.Add(projectileController); enemyController.BoxCollidesWith.Add(playerShip); enemyController.BoxCollidesWith.Add(projectileController); GameController.Reset(); //enemyController.SpawnInitial(GameController.Wave, map); base.LoadContent(); }
public void initial_generation() { //ARRANGE GameObject hexGO = new GameObject(); GameObject gameObject = new GameObject(); MapGeneration myMapGeneration = gameObject.AddComponent <MapGeneration>(); myMapGeneration.HexagonPrefab = hexGO; myMapGeneration.MapRadius = 10; myMapGeneration.HexDict = new Dictionary <Vector3Int, IHexagon>(); //ACT myMapGeneration.GenerateMap(); //ASSERT Assert.AreEqual(331, myMapGeneration.HexDict.Count); }
public void find_straight_distance() { GameObject gameObject = new GameObject(); MapGeneration mapGeneration = gameObject.AddComponent <MapGeneration>(); mapGeneration.HexagonPrefab = new GameObject(); mapGeneration.MapRadius = 10; mapGeneration.HexDict = new Dictionary <Vector3Int, IHexagon>(); mapGeneration.GenerateMap(); mapGeneration.UpdateHexNeighbours(); IHexagon start_hex = mapGeneration.HexDict[new Vector3Int(0, 0, 0)]; IHexagon end_hex = mapGeneration.HexDict[new Vector3Int(0, -4, 4)]; int distance = 4; Assert.AreEqual(distance, HexMath.FindDistance(start_hex, end_hex)); }
//GameObject player; void Start() { grid = GetComponent<MapGeneration>(); ingame = GetComponent<InGame> (); seeker = Vector3.zero;//player.transform.position; }
// Use this for initialization void Start() { mapGen = GameObject.FindGameObjectWithTag("GameManager").GetComponent<MapGeneration>(); }
void Awake() { if(_instance == null) { //If I am the first instance, make me the Singleton _instance = this; //DontDestroyOnLoad(this); } else { //If a Singleton already exists and you find //another reference in scene, destroy it! if(this != _instance) Destroy(this.gameObject); } //TODO: MAKE SURE THIS DOESNT DOUBLEFIRE Init (); }