public void setPortTownData(PortTownReturnPacket portTownPacket) { numOfPortTowns = portTownPacket.getNumofPortTowns_actual(); portTownCoords_minimap = new byte[numOfPortTowns, 2]; portTownCoords_world = new float[numOfPortTowns, 2]; portTownYRotations = new float[numOfPortTowns]; portTownIcons = new MinimapIcon[numOfPortTowns]; PortTownIndividualPacket tempRoom; for (byte index = 0; index < numOfPortTowns; index++) { tempRoom = portTownPacket.getPortTownArray()[index]; portTownCoords_minimap[index, 0] = tempRoom.getPortTownCoords_simple()[0]; portTownCoords_minimap[index, 1] = tempRoom.getPortTownCoords_simple()[1]; portTownCoords_world[index, 0] = tempRoom.getPortTownCoords_upscaled()[0]; portTownCoords_world[index, 1] = tempRoom.getPortTownCoords_upscaled()[1]; portTownYRotations[index] = tempRoom.getPortTownYRotation() + 90f; portTownIcons[index] = new MinimapIcon(createNewIcon(portTownSprite, ParentTransform_tiles), convertRoomCoordsToUICoords(tempRoom.getPortTownCoords_simple()[0], tempRoom.getPortTownCoords_simple()[1]), false); } }
// private EnemyObject_Abstract burningEnemy; // private Vector3 burningLocation; // private bool anEnemyIsBurning = false; // private byte burnTimer_current = 0; // private const byte burnTimer_max = 6; // private const byte burnDamage = 3; public void placeStartingEnemies(Vector3 boatPos, bool[,] boolArray, DoorHitboxManager doorHitboxManager, byte areaWidth, byte areaHeight, PortTownReturnPacket portTownPacket, float frequencyOfEnemies) { this.boolArray = boolArray; this.doorHitboxManager = doorHitboxManager; this.areaWidth = areaWidth; this.areaHeight = areaHeight; spawnRateMultiplier = 100f / (areaWidth * areaHeight - 7); setSpawnFrequency(frequencyOfEnemies); numOfPortTowns = portTownPacket.getNumofPortTowns_actual(); portTownLocations = new Vector3[numOfPortTowns]; for (byte index = 0; index < numOfPortTowns; index++) { portTownLocations[index] = portTownPacket.getPortTownLocation_asVector3(index); } if (shouldSpawnEnemies) { int numOfStartingEnemies = (int)(10 / spawnRateMultiplier); for (int index = 0; index < 3; index++) { attemptToSpawnRandomEnemy_2(boatPos); } } }
private void placeAllPortTowns(PortTownReturnPacket portTownPacket) { GameObject tempBuilding; PortTownIndividualPacket portTownIndividual; int numOfHouses; Color32 tempRoofColor; Color32 tempWallColor; // int brightnessOffset; for (byte index1 = 0; index1 < portTownPacket.getNumofPortTowns_actual(); index1++) { // Place the pier: tempBuilding = Instantiate(prefab_portTownPier, portTownPacket.getPortTownLocation_asVector3(index1), Quaternion.identity); tempBuilding.transform.eulerAngles = portTownPacket.getPortTownRotation_asVector3(index1); interactablesManager.addObjectToArray(tempBuilding, Constants.interactableID_portTownPier, 0); // Now place all the houses: portTownIndividual = portTownPacket.getPortTownArray()[index1]; numOfHouses = portTownIndividual.getHouseLocations().Length; for (byte index2 = 0; index2 < numOfHouses; index2++) { tempBuilding = Instantiate(prefab_portTownHouse, portTownIndividual.getHouseLocations()[index2], Quaternion.identity); tempBuilding.transform.eulerAngles = portTownIndividual.getHouseRotation_asVector3(index2); tempBuilding.transform.localScale = portTownIndividual.getHouseScales()[index2]; tempRoofColor = portTownIndividual.getHouseRoofColors()[index2]; tempWallColor = portTownIndividual.getHouseWallColors()[index2]; setHouseColors(tempRoofColor, tempWallColor, tempBuilding.GetComponent <MeshRenderer>().material); } } }