/// <summary> /// Initialice the grid with the map type selected /// </summary> void InitGame() { boardScript.is2D = is2D; switch (mode) { case 0: boardScript.BoardSetup(); break; case 1: EnterDungeon(); break; case 2: EnterBSPDungeon(); break; default: boardScript.BoardSetup(); break; } AdjustCamera(); //active or deactive the player if (mode == 0) { playerOne.gameObject.SetActive(true); } else { playerOne.gameObject.SetActive(false); } }
//Initializes the game for each level. void InitGame() { //Clear any Enemy objects in our List to prepare for next level. enemies.Clear(); boardScript.BoardSetup(); }
//Initializes the game for each level. void InitGame() { //Clear any Enemy objects in our List to prepare for next level. enemies.Clear(); //Call the SetupScene function of the BoardManager script, pass it current level number. boardScript.BoardSetup(); }
void InitGame() { enemies.Clear(); boardScript.BoardSetup(); // Chapter 7 - initialize the player ouside of a dungeon playerInDungeon = false; }
void InitGame() { enemies.Clear(); boardScript.BoardSetup(); playerInDungeon = false; }
void InitGame() { //doingSetup = true; arrayScript.InitializeBoardArray(boardArray, columns, rows, xMirror, yMirror, percentHill, startingHumansMin, startingHumansMax, startingOrcsMin, startingOrcsMax); boardScript.BoardSetup(boardArray); unitScript.UnitSetup(boardArray); cameraScript.CameraSetup(boardArray); }
// Use this for initialization void Start() { boardScript.BoardSetup(); //boardScript.InitialiseList (); }
//very simple startup system void InitGame() { boardScript.BoardSetup(); }
void InitGame() { enemies.Clear(); boardScript.BoardSetup(); }
void InitGame() { FloorTiles.Clear(); Debug.Log(level); boardScript.BoardSetup(level); }