// Use this for initialization void Start() { textures = new Dictionary <string, SpriteData> (); // load texture data from StreamingAssets folder loadTextures("texture_json", "texture"); loadTextures("items_json", "items"); loadTextures("plants_json", "plants"); input = commandBox.GetComponent <InputField> (); // 下面 initialization 的顺序不能变 // set inventory bar items InventoryBarController inventoryBarController = inventoryBar.GetComponent <InventoryBarController>() as InventoryBarController; inventoryBarController.setItem(new Dirt(), 0); inventoryBarController.setItem(new Sand(), 1); inventoryBarController.setItem(new LogJungle(), 2); inventoryBarController.setItem(new PlanksJungle(), 3); inventoryBarController.setItem(new LogOak(), 4); inventoryBarController.setItem(new PlanksOak(), 5); inventoryBarController.setItem(new StoneAxe(), 6); inventoryBarController.setItem(new StoneSword(), 7); // TODO: load Town world world = new World("test"); GameObject.Find("Landscape").GetComponent <Generate_Landscape> ().startGeneratingLandscape(world); // initialize player playerController = player.GetComponent <PlayerController> () as PlayerController; playerController.initializePlayer(); }
public void initializePlayer() { inventoryBarController = GameObject.Find ("InventoryBar").GetComponent<InventoryBarController>() as InventoryBarController; leftHandHoldItem = leftHand.GetComponent<HoldItem> () as HoldItem; rightHandHoldItem = rightHand.GetComponent<HoldItem> () as HoldItem; rightHandHoldItem.generate3DMesh (inventoryBarController.getItem (0)); }
public void initializePlayer() { inventoryBarController = GameObject.Find("InventoryBar").GetComponent <InventoryBarController>() as InventoryBarController; leftHandHoldItem = leftHand.GetComponent <HoldItem> () as HoldItem; rightHandHoldItem = rightHand.GetComponent <HoldItem> () as HoldItem; rightHandHoldItem.generate3DMesh(inventoryBarController.getItem(0)); }
public void startGeneratingLandscape(World world) { this.world = world; player.transform.position = new Vector3(world.worldData.playerX, world.worldData.playerY, world.worldData.playerZ); player.transform.localEulerAngles = new Vector3(world.worldData.playerRX, world.worldData.playerRY, world.worldData.playerRZ); // generate 4 blocks around player //InitiateWorld(); inventoryBarController = inventoryBar.GetComponent <InventoryBarController> () as InventoryBarController; }
public void startGeneratingLandscape(World world) { this.world = world; player.transform.position = new Vector3 (world.worldData.playerX, world.worldData.playerY, world.worldData.playerZ); player.transform.localEulerAngles = new Vector3 (world.worldData.playerRX, world.worldData.playerRY, world.worldData.playerRZ); // generate 4 blocks around player //InitiateWorld(); inventoryBarController = inventoryBar.GetComponent<InventoryBarController> () as InventoryBarController; }