private void Awake() { if (GenMapInstanse == null) { GenMapInstanse = this; } }
void Start() { m_Player = GameObject.Find("Player"); GameObject manager = GameObject.Find("LevelManager"); m_ScreenSize = manager.GetComponent <GenerateMap> (); }
private void Awake() { map = GetComponent <GenerateMap>(); jsonLoader = GetComponent <LoadJsonData>(); controls = GetComponent <MapControls>(); nodeData = jsonLoader.ReadNodeData(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GenerateMap map = target as GenerateMap; map.GenMap(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); GenerateMap script = (GenerateMap)target; if (GUILayout.Button("Generate")) { script.PopulateLevel(); #if UNITY_EDITOR EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); #endif } if (GUILayout.Button("Clear")) { if (script.gameObject.transform.childCount > 0) { var children = new List <GameObject>(); foreach (Transform child in script.gameObject.transform) { children.Add(child.gameObject); } children.ForEach(child => DestroyImmediate(child)); #if UNITY_EDITOR EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); #endif } } }
private void Awake() { map = GetComponent <GenerateMap>(); controls = GetComponent <MapControls>(); SetNeighborArrays(); }
// Use this for initialization void Start () { Map = GameObject.Find ("Generate Map"); GenerateMapScript = Map.GetComponent<GenerateMap> (); bombCount = 3; explodeRange = 5; }
private void btnGenerateMap_Click(object sender, EventArgs e) { txtMap.Text = ""; // Start with a clear map (don't add any obstacles) InitializeMap(7, 5, Point.Empty, Point.Empty, true); PathFinding pathFinder = new PathFinding(searchParameters); PathFindingResult pathResult = pathFinder.FindPath(); //txtMap.Text += ShowRoute("The algorithm should find a direct path without obstacles:", path); //txtMap.Text += Environment.NewLine; //// Now add an obstacle //InitializeMap(7, 5, Point.Empty, Point.Empty); //AddWallWithGap(); //pathFinder = new PathFinding(searchParameters); //path = pathFinder.FindPath(); //txtMap.Text += ShowRoute("The algorithm should find a route around the obstacle:", path); //txtMap.Text += Environment.NewLine; //// Create a barrier between the start and end points //InitializeMap(7, 5, Point.Empty, Point.Empty); //AddWallWithoutGap(); //pathFinder = new PathFinding(searchParameters); //path = pathFinder.FindPath(); //txtMap.Text += ShowRoute("The algorithm should not be able to find a route around the barrier:", path); //txtMap.Text += Environment.NewLine; //// Create a maze with custom start and end points //InitializeMap(7, 5, new Point(0, 4), new Point(6, 4)); //AddWallWithMaze(); //pathFinder = new PathFinding(searchParameters); //path = pathFinder.FindPath(); //txtMap.Text += ShowRoute("The algorithm should be able to find a long route around the barrier:", path); //txtMap.Text += Environment.NewLine; //// Create a maze with custom start and end points //InitializeMap(7, 5, new Point(0, 4), new Point(4, 2)); //AddWallWithSpinningMaze(); //pathFinder = new PathFinding(searchParameters); //path = pathFinder.FindPath(); //txtMap.Text += ShowRoute("The algorithm should be able to find a long route around the barrier:", path); //txtMap.Text += Environment.NewLine; // Create a larger maze with custom start and end points InitializeMap(70, 40, new Point(0, 0), new Point(69, 39), false); this.map = GenerateMap.GenerateRandomMap(this.map, 70, 40, 40); pathFinder = new PathFinding(searchParameters); pathResult = pathFinder.FindPath(); txtMap.Text += ShowRoute("The algorithm should be able to find a long route around the random blocks:", pathResult.Path); txtMap.Text += Environment.NewLine; //Console.WriteLine("Press any key to exit..."); //Console.ReadKey(); }
void Start() { GameObject manager = GameObject.Find("LevelManager"); GameObject player = GameObject.Find("Player"); m_Maps = manager.GetComponent <GenerateMap> (); m_Items = player.GetComponent <PlayerEQ> (); }
private void Awake() { map = GetComponent <GenerateMap>(); gameManager = GetComponent <GameManager>(); controls = GetComponent <MapControls>(); instructionAmount = instruction[0].Length; }
void Awake() { _genericFunctions = FindObjectOfType <GenericFunctions>(); _generateMap = FindObjectOfType <GenerateMap>(); _architect = FindObjectOfType <Architect>(); _rb = GetComponent <Rigidbody2D>(); _cam = Camera.main; }
// generates a new terrain with random seeds public void NewGeneration() { newGenerations = Random.Range(0, 10000); generations = newGenerations; Random.InitState(generations); GenerateMap map = new GenerateMap(); Create(); }
private void Start() { mapGenerator = FindObjectOfType <GenerateMap>(); meshWorldSize = mapGenerator.meshSettings.meshWorldSize; maxViewDistance = detailLevels[detailLevels.Length - 1].visibleDistanceThreshold; chunksVisible = Mathf.RoundToInt(maxViewDistance / meshWorldSize); UpdateVisibleChunks(); }
//Initializing map chunks void Start() { maxViewDist = detailLevels[detailLevels.Length - 1].visibleDistanceThreshold; mapGenerator = FindObjectOfType <GenerateMap>(); chunkSize = GenerateMap.mapChunkSize - 1; chunksVisibleInViewDist = Mathf.RoundToInt(maxViewDist / chunkSize); UpdateVisibleChunks(); }
public void InstantiateObject(float y, GenerateMap _generateMap) { for (int i = 0; i < _blocks.Length; i++) { GameObject b = Instantiate(_blocks [i].gameObject, new Vector2((2 * _generateMap.Blocks.Count), y), Quaternion.identity) as GameObject; _generateMap.BlockCount++; b.transform.parent = _generateMap.transform; _generateMap.Blocks.Add(b); } }
void Start() { GameObject manager = GameObject.Find("LevelManager"); GameObject player = GameObject.Find("Player"); m_Map = manager.GetComponent <GenerateMap> (); m_PlayerEQ = player.GetComponent <PlayerEQ> (); m_xPos = (int)transform.position.x; m_yPos = (int)transform.position.y; }
public void setup(List <string[]> data, int gridWidth, int gridHeight, GenerateMap map) { for (int i = 0; i < prefab.Length; i++) { prefabMap[prefabSymbols[i]] = prefab[i]; } gridMap = map; unitMap = new Transform[gridHeight, gridWidth]; spawnUnits(data); }
/***************************************************/ /*** METHODS ************************/ /***************************************************/ /******** UNITY MESSAGES ************************/ // Use this for initialization private void Start() { Vector3 polar = GenerateMap.CartesianToPolar(transform.position); SetColor(Color.HSVToRGB( polar.y / Mathf.PI, 1 - (polar.x / SettingsManager.Inst.m_rayonSphere) * 0.5f, 1 - (polar.z / 2 * Mathf.PI) * 0.5f )); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GenerateMap map = target as GenerateMap; if (map.m_ChangeOnScene) { map.MapGenerator(); } }
public PlayerStateMachine(GenerateMap m, Transform canvas) { this.map = m; this.canvas = canvas; moveState = new MoveState(this); attackState = new AttackState(this); waitState = new WaitState(this); selectedState = new SelectedState(this); endTurn = new EndTurnState(this); pathFinding = new Pathfinding(map.tiles); }
private static void ClearChildren(GenerateMap script) { // http://forum.unity3d.com/threads/deleting-all-chidlren-of-an-object.92827/ List <GameObject> children = new List <GameObject>(); foreach (Transform child in script.gameObject.transform) { children.Add(child.gameObject); } children.ForEach(child => DestroyImmediate(child)); }
public override void OnInspectorGUI() { DrawDefaultInspector(); GenerateMap gen = (GenerateMap)target; if (GUILayout.Button("Generate!")) { gen.createMap(); } }
// Use this for initialization void Start () { Object1 = GameObject.Find ("Generate Map");; GenerateMapScript = Object1.GetComponent<GenerateMap> (); //PlayerBehaviorScript = Object1.GetComponent<PlayerBehavior> (); player = GenerateMapScript.players[0]; //x = (player.GetComponent("PlayerBehavior") as PlayerBehavior).x; //y = (player.GetComponent("PlayerBehavior") as PlayerBehavior).y; //Debug.Log ((player.GetComponent("PlayerBehavior") as PlayerBehavior).bombs.Count); }
void Start() { generateMap = this; map = Resources.Load("map") as Texture2D; map = GameObject.Instantiate(map); image.texture = map; image.SetNativeSize(); mapSizeX = map.width; mapSizeY = map.height; StartCoroutine(GetCitys()); }
public event System.Action OnDeath; //событие которое срабатывает при смерти // Use this for initialization void Start() { nextTime = Time.time + timeBetweenClicks; map = FindObjectOfType <GenerateMap>(); gameUI = FindObjectOfType <GameUI>(); lhd = FindObjectOfType <LeftHandDetector>(); rhd = FindObjectOfType <RightHandDetector>(); score = 0; rotate = true; OnDeath += DissbaleRotation; }
public override void OnInspectorGUI() { base.OnInspectorGUI(); //EditorGUILayout.LabelField("宽度"); //mapWidth = EditorGUILayout.IntSlider(mapWidth, 10, 200); //EditorGUILayout.LabelField("长度"); //mapHeight = EditorGUILayout.IntSlider(mapHeight, 10, 200); mapGenerator.seed = mapGenerator.mapSetting.seed; if (GUILayout.Button("清空地图")) { mapGenerator.ClearMap(); } using (var check = new EditorGUI.ChangeCheckScope()) { generationType = (MapType)EditorGUILayout.EnumPopup("生成地图类型", generationType); Editor editor = CreateEditor(mapGenerator.mapSetting); editor.OnInspectorGUI(); if (check.changed || GUILayout.Button("预览地图")) { generateMethod = new GenerateMap(GenerateMapType(generationType)); generateMethod(); //Debug.Log(generationType); } } if (GUILayout.Button("铺瓦片")) { mapGenerator.GenerateBinaryMap(); } if (GUILayout.Button("获取瓦片资源")) { TileManager.Instance.InitData(); RoomManager.Instance.InitData(); } pos = EditorGUILayout.Vector2IntField("坐标", pos); if (GUILayout.Button("击打障碍物 hp 20/次")) { Debug.Log("button down"); Vector3Int targetPos = new Vector3Int(pos.x, pos.y, 0); ObstacleTile tile = (ObstacleTile)mapGenerator.tilemap.GetTile(targetPos); tile.hps[targetPos] -= 20; //mapGenerator.tilemap.RefreshAllTiles(); mapGenerator.tilemap.RefreshTile(targetPos); } if (GUILayout.Button("刷新地图")) { mapGenerator.tilemap.RefreshAllTiles(); } }
private void CreateFog(EnemiesDataManager.EvilFogGenerationData p_data) { GameObject fog = Instantiate(m_prefabFog, GenerateMap.PolarToCartesian(GenerateMap.GenerateRandomPolarCoordinates(SettingsManager.Inst.m_rayonExternalSphere, SettingsManager.Inst.m_rayonExternalSphere)), Quaternion.identity); fog.GetComponent <EvilFog>().m_availableEnemies.Clear(); foreach (int index in p_data.m_availableEnemies) { fog.GetComponent <EvilFog>().m_availableEnemies.Add(m_availableEnemies[index]); } fog.GetComponent <EvilFog>().m_numberOfEnemies = p_data.m_numberOfEnemies; }
private void Start() { randomMoveCounter = 0; map = GameObject.FindGameObjectWithTag("GameManager"); mapInfo = map.GetComponent <GenerateMap>(); rnd = new System.Random(); if (unitType == "Melee") { unitSpeed = 4; health = 1300; maxHealth = 1300; } }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { int len = _size.x * _size.y; var buffer = dstManager.AddBuffer <MapTilesBuffer>(entity); buffer.ResizeUninitialized(len); unsafe { UnsafeUtility.MemClear(buffer.GetUnsafePtr(), buffer.Length * UnsafeUtility.SizeOf <MapTilesBuffer>()); } dstManager.AddComponent <Map>(entity); dstManager.AddComponentData <MapSize>(entity, _size); var playerPrefab = _playerPrefab == null ? Entity.Null : conversionSystem.GetPrimaryEntity(_playerPrefab); var monsterPrefabs = new NativeList <Entity>(Allocator.Temp); var itemPrefabs = new NativeList <Entity>(Allocator.Temp); foreach (var goPrefab in _monsterPrefabs) { monsterPrefabs.Add( conversionSystem.GetPrimaryEntity(goPrefab)); } foreach (var item in _itemPrefabs) { itemPrefabs.Add(conversionSystem.GetPrimaryEntity(item)); } if (_genSettings.Seed == 0) { _genSettings.Seed = (uint)UnityEngine.Random.Range(1, int.MaxValue); } var tiles = dstManager.AddBuffer <MapTileAssetsBuffer>(entity); // Each index of the buffer should map to it's corresponding "tile type" /// <seealso cref="MapTileType"/> tiles.Add(_wallTile.ToTerminalTile()); tiles.Add(_floorTile.ToTerminalTile()); GenerateMap.AddToEntity(dstManager, entity, _genSettings, playerPrefab, monsterPrefabs, itemPrefabs); }
public void GenerateMap() { float[,] noiseMap = Noise.GeneratNoiseMap(mapWidth, mapHeight, seed, noiseScale, octives, persistance, lacunarity, offset); GenerateMap display = FindObjectOfType <GenerateMap>(); if (drawMode == DrawState.NOISEMAP) { display.DrawNoiseMap(noiseMap); } else if (drawMode == DrawState.MESH) { display.DrawMesh(MeshGenerator.GenerateTerrainMesh(noiseMap, meshHeightMultiplyer)); } }
void Start() { mapGen = FindObjectOfType <GenerateMap>(); if (mapGen == null) { Debug.LogError("Networked Manager: No map generator found."); } legendScoreText = GameObject.Find("LegendScore").GetComponent <TextMeshProUGUI>(); survivorScoreText = GameObject.Find("SurvivorScore").GetComponent <TextMeshProUGUI>(); if (legendScoreText == null || survivorScoreText == null) { Debug.LogError("Text object not found"); } }
public void setup() { StreamReader stream = new StreamReader(@"Assets\Maps\" + map_filename); mapData = MapParser.getMapData(stream); stream = new StreamReader(@"Assets\Maps\" + units_filename); unitsData = MapParser.getMapData(stream); stream.Close(); grid = GetComponentInChildren <GenerateMap>(); units = GetComponentInChildren <GenerateUnit>(); grid.setup(mapData); units.setup(unitsData, grid.getWidth(), grid.getHeight(), grid); }
void Start() { if (map == null) { map = GetComponent<GenerateMap>(); if (map.mapName == "custom") { lowerBound = 8f; Vector3 pos = transform.position; pos.y = 12.5f; pos.x = 16.5f; transform.position = pos; Camera.main.orthographicSize = 12.5f; RightPreviewBoarder = 17.5f; LeftPreviewBoarder = 16.5f; //previewSpeed = 0.3f; } if (map.mapName == "1") { lowerBound = transform.position.y; } } }
protected void Start() { map = Camera.main.GetComponent<GenerateMap> (); }
void Awake() { instance = this; }
// Use this for initialization void Start () { Object1 = GameObject.Find ("Generate Map"); Script1 = Object1.GetComponent<GenerateMap> (); }
// Use this for initialization void Start() { layout = GameObject.Find ("GameHandler").GetComponent<GenerateMap> (); turnSignaler = GameObject.Find ("GameHandler").GetComponent<TurnHandler> (); targetPositions = new GameObject[0]; layout.showingTargets = false; moveTo = transform.position; timer = 0; computerTurn = true; moving = false; }