// Use this for initialization void Awake() { control = this; gridSet = false; xRows = Field.GetComponent <MeshRenderer>().bounds.size.x + 1f; zRows = Field.GetComponent <MeshRenderer>().bounds.size.z + 1f; initialPos = new Vector3(0f, -0.25f, 0f); addXRow = new Vector3(1f, 0f, 0f); resetXRow = new Vector3(xRows, 0f, 0f); addZRow = new Vector3(0f, 0f, 1f); }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
void Start() { moveGrid = FindObjectOfType <MovementGrid>(); clock = FindObjectOfType <GameClock>(); clock.registerListener(this); if (moveToPoint != null) { transform.position = moveToPoint.transform.position; posX = moveToPoint.X; posY = moveToPoint.Y; } }
public ObjectManager(SpriteFont spriteFont, List <Texture2D> Projectile, MovementGrid grid) { Grid = grid; SpriteFont = spriteFont; btnDown = false; btnRightDown = false; AddLst = new List <GameObject>(); plist = new List <Projectile>(); RemoveLst = new List <GameObject>(); projectiles = Projectile; MageLst = new List <MageTower>(); ArcherLst = new List <ArcherTower>(); skellyList = new List <Skeleton>(); }
public void Start() { moveGrid = FindObjectOfType <MovementGrid>(); transform.position = moveGrid.getPosition(X, Y); }
public void loadObjMan() { MapGridBlock = Content.Load <Texture2D>(@"MapParts\OmniRax-Map_Entarya"); Grid = new MovementGrid(GameRef.ScreenRectangle, 32, 32, MapGridBlock, Level); BaseGrid = Grid.SourceList; ObjManager = new OmniLibrary.ObjectManager(base.menuFont, lstTexMageProjectile, Grid, lstTexCoins); if (Level == 0) { //LandScape = new MapLandscape(lstTexMaps[0], GameRef.ScreenRectangle, 0, spawn, waypoints); } else if (Level == 1) { //LandScape = new MapLandscape(lstTexMaps[1], lstTexMaps[2], GameRef.ScreenRectangle, 0, spawn, waypoints); } else if (Level == 2) { //LandScape = new MapLandscape(lstTexMaps[3], lstTexMaps[4], GameRef.ScreenRectangle, 0, spawn, waypoints); } else if (Level == 3) { //LandScape = new MapLandscape(lstTexMaps[5], lstTexMaps[6], GameRef.ScreenRectangle, 0, spawn, waypoints); } texGameOver = Content.Load <Texture2D>(@"Ui Content\GameOver 1"); pbGameOver = new PictureBox(texGameOver, GameRef.ScreenRectangle, 1, 1, 0); pbGameOver.obj_Selected += new EventHandler(YouLose); pbGameOver.obj_MouseOver += new EventHandler(pbExit_obj_MouseOver); pbGameOver.obj_Leave += new EventHandler(pbExit_obj_Leave); texExit = Content.Load <Texture2D>(@"Ui Content\GamePlay\Exit"); pbExit = new PictureBox(texExit, new Rectangle(GameRef.ScreenRectangle.Width - texExit.Width / 2 - 70, 0, 70, 70), 1, 1, 1); pbExit.obj_Selected += new EventHandler(pbExit_obj_Selected); pbExit.obj_MouseOver += new EventHandler(pbExit_obj_MouseOver); pbExit.obj_Leave += new EventHandler(pbExit_obj_Leave); pbVictory = new PictureBox(texVictory, GameRef.ScreenRectangle, 1, 1, 0); pbVictory.obj_Win += new EventHandler(pbVictory_obj_Win); pbVictory.obj_Selected += new EventHandler(YouLose); pbVictory.obj_MouseOver += new EventHandler(pbExit_obj_MouseOver); pbVictory.obj_Leave += new EventHandler(pbExit_obj_Leave); pbVictory.Visable = false; pbVictory.IsEnabled = false; pbUiTutorial = new PictureBox(texUiTutor, new Rectangle(GameRef.ScreenRectangle.Width - texExit.Width / 2, 0, 70, 70), 1, 1, 1); pbUiTutorial.obj_MouseOver += new EventHandler(pbExit_obj_MouseOver); pbUiTutorial.obj_Leave += new EventHandler(pbExit_obj_Leave); pbUiTutorial.obj_Selected += new EventHandler(pbUiTutorial_obj_Selected); StatusBar = new StatusBar(texStatusBar, 5, 1, new Rectangle(0, GameRef.ScreenRectangle.Height - 50, 400, 50)); StatusBar.Gold = GameRef.player.gold; StatusBar.Health = 10; StatusBar.Font = Content.Load <SpriteFont>(@"Fonts\HudFont"); ObjManager.AddLst.Add(LandScape); ObjManager.AddLst.Add(StatusBar); ObjManager.AddLst.Add(pbExit); ObjManager.AddLst.Add(pbUiTutorial); //line = Content.Load<Texture2D>(@"MapParts\line"); AddPlots(Content); //LoadWave(); ObjManager.AddLst.Add(pbVictory); }