예제 #1
0
    void Start()
    {
        if (buildingCanvas == null)
        {
            Debug.Log("CLICK HANDLER: Building Canvas not set!");
        }
        if (buildingPanel == null)
        {
            Debug.Log("CLICK HANDLER: Building Panel not set!");
        }

        if (buildingStatus == null)
        {
            Debug.Log("CLICK HANDLER: Building Status Image not set!");
        }

        if (buildingCanvas != null)
        {
            buildingCanvas.worldCamera = Camera.main;
        }

        // IF THIS BUILDING is spawned by the UI Handler, it won't need to make this search
        if (buildingUIhandler == null)
        {
            buildingUIhandler = GameObject.FindGameObjectWithTag("UI").GetComponent <Building_UIHandler> ();
        }

        myCollider  = GetComponent <BoxCollider2D> ();
        vertExtents = myCollider.bounds.extents.y;
    }
예제 #2
0
    void Start()
    {
        // INIT rocksdetected array
        // This assumes that we are only checking tiles ONE TILE OVER in all directions
        rocksDetected = new Vector2[8];

//		if (SearchForRock ()) {
//			CycleRocksArray();
//		}
        if (resourceGrid == null)
        {
            resourceGrid = GameObject.FindGameObjectWithTag("Map").GetComponent <ResourceGrid>();
        }

        if (buildingUI == null)
        {
            buildingUI = GameObject.FindGameObjectWithTag("UI").GetComponent <Building_UIHandler> ();
        }

        sr = GetComponent <SpriteRenderer> ();
        lineR.sortingLayerName = sr.sortingLayerName;
        lineR.sortingOrder     = sr.sortingOrder - 1;
        lineR.SetPosition(0, transform.position);
        selecting = true;
    }
    void Start()
    {
        buildingUI = GetComponentInChildren <Building_UIHandler> ();

        feeding = true;

        if (objPool == null)
        {
            objPool = GameObject.FindGameObjectWithTag("Pool").GetComponent <ObjectPool> ();
        }

        if (chosenHero != null)
        {
            // get the spawn position
            spawnPosition = new Vector3(resourceGrid.capitalSpawnX, resourceGrid.capitalSpawnY - 1.2f, 0.0f);

            _spwnCoRoutine = WaitToSpawn(timeToSpawn);
            StartCoroutine(_spwnCoRoutine);
        }

        InitStartingResources();
    }
예제 #4
0
    void Start()
    {
        if (resourceGrid == null)
        {
            resourceGrid = GameObject.FindGameObjectWithTag("Map").GetComponent <ResourceGrid>();
        }
        if (buildingUI == null)
        {
            buildingUI = GameObject.FindGameObjectWithTag("UI").GetComponent <Building_UIHandler> ();
        }

        if (playerResources == null)
        {
            playerResources = GameObject.FindGameObjectWithTag("Capital").GetComponent <Player_ResourceManager>();
        }

        sr = GetComponent <SpriteRenderer> ();
        lineR.sortingLayerName = sr.sortingLayerName;
        lineR.sortingOrder     = sr.sortingOrder - 1;
        lineR.SetPosition(0, transform.position);
        selecting = true;
    }
예제 #5
0
    void Start()
    {
        nano_builder = resourceGrid.Hero.GetComponent<NanoBuilding_Handler> ();

        if (buildingCanvas == null) {
            Debug.Log("CLICK HANDLER: Building Canvas not set!");
        }
        if (buildingPanel == null) {
            Debug.Log("CLICK HANDLER: Building Panel not set!");
        }

        if (buildingStatusIndicator == null) {
            Debug.Log("CLICK HANDLER: Building Status Indicator not set!");
        }

        if (buildingCanvas != null) {
            buildingCanvas.worldCamera = Camera.main;
        }

                    // IF THIS BUILDING is spawned by the UI Handler, it won't need to make this search
        if (buildingUIhandler == null) {
            buildingUIhandler = GameObject.FindGameObjectWithTag ("UI").GetComponent<Building_UIHandler> ();
        }

        myCollider = GetComponent<BoxCollider2D> ();
        vertExtents = myCollider.bounds.extents.y;

        // get my tiletype
        myTileType = CheckTileType ((int)transform.position.x,(int) transform.position.y);
    }
예제 #6
0
    void Start()
    {
        // In case Grid is Null
        if (resourceGrid == null) {
            resourceGrid = GameObject.FindGameObjectWithTag("Map").GetComponent<ResourceGrid>();
        }

        // In case Building UI is null
        if (buildingUI == null) {
            buildingUI = GameObject.FindGameObjectWithTag ("UI").GetComponent<Building_UIHandler> ();
        }

        // In case Player Resources is null
        if (playerResources == null) {
            playerResources = GameObject.FindGameObjectWithTag("Capital").GetComponent<Player_ResourceManager>();
        }

        // Store the Sprite Renderer for layer management
        sr = GetComponent<SpriteRenderer> ();

        // Line Renderer's layer is set to be UNDER my sprite
        lineR.sortingLayerName = sr.sortingLayerName;
        lineR.sortingOrder = sr.sortingOrder - 1;
        lineR.SetPosition (0, transform.position);

        //		selecting = true;

        // set Pump Countdown to pump rate
        pumpCountdown = pumpRate;
    }
    void Start()
    {
        // Initialize credit booster at 0
        booster = 0;

        // Get Building UI from child
        buildingUI = GetComponentInChildren<Building_UIHandler> ();

        feeding = true;

        // If Object Pool is null
        //		if (objPool == null)
        //			objPool = GameObject.FindGameObjectWithTag ("Pool").GetComponent<ObjectPool> ();

        // TODO: Create a method that takes care of loading resources gathered from previous levels
        //Initialize the Starting Resources for this level
        InitStartingResources (startFood, startCredits, startOre);
    }
예제 #8
0
    void Start()
    {
        if (buildingStatusIndicator == null)
            buildingStatusIndicator = GetComponent<Building_Handler> ().buildingStatusIndicator;

        // In case Building UI is null
        if (buildingUI == null) {
            buildingUI = GameObject.FindGameObjectWithTag ("UI").GetComponent<Building_UIHandler> ();
        }

        // In case Player Resources is null
        if (playerResources == null) {
            playerResources = GameObject.FindGameObjectWithTag("Capital").GetComponent<Player_ResourceManager>();
        }

        // Store the Sprite Renderer for layer management
        sr = GetComponent<SpriteRenderer> ();
    }
예제 #9
0
    void Awake()
    {
        BuildingHandler = this;

        canvasRectTransform = canvas.transform as RectTransform;

        game_master = GameObject.FindGameObjectWithTag ("GM").GetComponent<GameMaster> ();
    }
예제 #10
0
    void Start()
    {
        // Initialize credit booster at 0
        booster = 0;

        // Get Building UI from child
        buildingUI = GetComponentInChildren<Building_UIHandler> ();

        feeding = true;

        // If Object Pool is null
        if (objPool == null)
            objPool = GameObject.FindGameObjectWithTag ("Pool").GetComponent<ObjectPool> ();

        // NOTE: Need to change this Chosen Hero logic to the current one Hero mechanic
        //		if (chosenHero != null) {
        //
        //			// get the spawn position
        //			spawnPosition = new Vector3(resourceGrid.capitalSpawnX, resourceGrid.capitalSpawnY - 1.2f, 0.0f);
        //
        //			_spwnCoRoutine = WaitToSpawn(timeToSpawn);
        //			StartCoroutine(_spwnCoRoutine);
        //		}

        // TODO: Create a method that takes care of loading resources gathered from previous levels
        //Initialize the Starting Resources for this level
        InitStartingResources (startFood, startCredits, startOre);
    }
예제 #11
0
    void Start()
    {
        // INIT rocksdetected array
        // This assumes that we are only checking tiles ONE TILE OVER in all directions
        rocksDetected = new Vector2[8];

        // In Case Grid is null
        if (resourceGrid == null) {
            resourceGrid = GameObject.FindGameObjectWithTag("Map").GetComponent<ResourceGrid>();
        }

        // In case Building UI is null
        if (buildingUI == null) {
            buildingUI = GameObject.FindGameObjectWithTag ("UI").GetComponent<Building_UIHandler> ();
        }

        // Store the Sprite Renderer for layer management
        sr = GetComponent<SpriteRenderer> ();

        // Line Renderer's layer is set to be UNDER my sprite
        lineR.sortingLayerName = sr.sortingLayerName;
        lineR.sortingOrder = sr.sortingOrder - 1;
        lineR.SetPosition (0, transform.position);

        // Set selecting is true so Line follows Mouse from Start
        //		selecting = true;

        // set Extract Countdown to extraction rate
        extractCountDown = extractRate;
    }