コード例 #1
0
ファイル: PathNode.cs プロジェクト: MSmith550/Project-Wizard
 public PathNode(PFGrid <PathNode> grid, int x, int y)
 {
     this.grid  = grid;
     this.x     = x;
     this.y     = y;
     isWalkable = true;
 }
コード例 #2
0
        public static MvcHtmlString BuildGrid(this HtmlHelper htmlHelper, Action <PFGrid> action = null)
        {
            var component = new PFGrid();

            if (action != null)
            {
                action(component);
            }
            return(component.Html(htmlHelper));
        }
コード例 #3
0
ファイル: RoomEvent.cs プロジェクト: samhubbard/Neverending
    void RoomEventSpawner()
    {
        // get a current snapshot of the player's health for calculating the DDA
        healthSnapshot = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>().currentHealth;

        // play a sound effect to alert the player that the room event has started
        audioSource.clip   = roomEventStartSound;
        audioSource.volume = 0.4f * GameController.sfxVolume;
        audioSource.Play();

        // get an instance of the room spawner's parent
        room = transform.parent.transform;

        // instantiate the grid
        grid       = Instantiate(physicalGrid, gridSpawnPoint.transform.position, Quaternion.identity, room);
        gridPoints = grid.GetComponent <PFGrid>();
        GameController.currentLootDropPoint = gridPoints.grid[gridPoints.gridSizeX / 2, gridPoints.gridSizeY / 2];

        // this will get rid of a game object that is no longer needed
        Destroy(gridSpawnPoint, 2.0f);

        // create the player sphere
        playerSphere.position = player.position;

        // Spawn enemies
        // First, determine how many enemies will spawn
        numberOfMelee  = Random.Range(1, 4);
        numberOfRanged = Random.Range(0, 3);

        int enemyCount = numberOfMelee + numberOfRanged;

        // this will set the value of the room to determine what level of loot is available after the room event is over
        switch (enemyCount)
        {
        case (1):
            roomValue = 4;
            break;

        case (2):
            roomValue = 6;
            break;

        case (3):
            roomValue = 8;
            break;

        case (4):
            roomValue = 9;
            break;

        case (5):
            roomValue = 10;
            break;

        default:
            break;
        }

        startTime = Time.time;

        // spawn in the melee enemies in random positions in the room (as long as the area is spawnable.
        Invoke("SpawnEnemies", 1.0f);
    }
コード例 #4
0
 public PathFinding(int width, int height)
 {
     grid = new PFGrid <PathNode>(width, height, 10f, Vector3.zero, (PFGrid <PathNode> grid, int x, int y) => new PathNode(grid, x, y));
 }
コード例 #5
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 private void Awake()
 {
     // linking the grid to the grid script
     grid           = GetComponent <PFGrid>();
     requestManager = GetComponent <PathRequestManager>();
 }
コード例 #6
0
 void Awake()
 {
     _grid = GetComponent <PFGrid>();
 }
コード例 #7
0
 private void Awake()
 {
     _pfGrid = GetComponent <PFGrid>();
 }