예제 #1
0
 // Use this for initialization
 void Start()
 {
     speed     = initSpeed;
     rigid     = this.gameObject.GetComponent <Rigidbody>();
     generator = GameObject.Find("Generator").GetComponent <Map_Generator>();
     anim      = this.GetComponent <Animator>();
 }
예제 #2
0
    void Awake()
    {
        if (!map_generator) {
            map_generator = GameObject.FindGameObjectWithTag ("Map").GetComponent<Map_Generator> ();
            map_width = map_generator.width;
            map_height = map_generator.height;
            minSpawnX = map_width / 10;
            minSpawnY = map_height / 10;
        } else {
            map_width = map_generator.width;
            map_height = map_generator.height;
            minSpawnX = map_width / 10;
            minSpawnY = map_height / 10;

        }

        InitializeAllSpawnPositions ();

        if (resourceGrid == null)
            resourceGrid = GameObject.FindGameObjectWithTag ("Map").GetComponent<ResourceGrid> ();

        // Store the paths (List<Node>) in a queue
        //
        //		foreach (List<Node> path in paths) {
        //			pathQueue.Enqueue(path);
        //		}
        //
        //
        //		foreach (List<Node> path in paths) {
        //			kamikazePathQueue.Enqueue(path);
        //		}

        // Create some random Kamikaze positions
        GetRandomKamikazeDestinations ();
    }
예제 #3
0
    private void Awake()
    {
        if (GameObject.FindGameObjectWithTag("Map").GetComponent <Map_Generator>() != null)
        {
            MapLocal = GameObject.FindGameObjectWithTag("Map").GetComponent <Map_Generator>();
        }
        else
        {
            Debug.Log("Map_Generator could not be found");
        }
        //Gotta call the UI when it is moving
        if (GameObject.FindGameObjectWithTag("MainCamera").GetComponent <UI_Manager>() != null)
        {
            UI_MLocal = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <UI_Manager>();
        }
        else
        {
            Debug.Log("UI_Manager could not be found");
        }


        if (this.gameObject.tag == "Main_Pl")
        {
            IsThisMainP = true;
        }
        else
        {
            IsThisMainP = false;
        }
    }
예제 #4
0
 // Start is called before the first frame update
 void Start()
 {
     foreach (Unit U in EnemyHolder.transform.GetComponentsInChildren <Unit>()) //create a way to detect when a new enemy is detected and add to it
     {
         AllEnemies.Add(U);
     }
     LocalMap = this.GetComponent <Map_Generator>();
     StartCoroutine(Refresh());
 }
예제 #5
0
    private void Start()
    {
        grid    = GameObject.FindGameObjectWithTag("Map").GetComponent <GridLayout>();
        MapGRef = grid.gameObject.GetComponent <Map_Generator>();
        UIM     = this.GetComponent <UI_Manager>();
        Scroll  = LastScroll;

        MapEdgeDebug = ((StaticMapConf.Size) / 2);
    }
예제 #6
0
 void Awake()
 {
     if (!mapGenScript) {
         mapGenScript = GameObject.FindGameObjectWithTag("Map").GetComponent<Map_Generator>();
     }else{
         levelWidth = mapGenScript.width;
         levelHeight = mapGenScript.height;
         // Now that Height and Width are set, build texture
         mesh_renderer = GetComponent<MeshRenderer> ();
         BuildTexture ();
     }
 }
예제 #7
0
파일: VisionManager.cs 프로젝트: ADGLx/TRGG
    void Start()
    {
        LocalMap = this.GetComponent <Map_Generator>();

        // HideAllTiles();

        StartCoroutine(UpdateAllTiles());
        StartCoroutine(GivePlayerVision());


        // GivePlayerVision();
    }
예제 #8
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        Map_Generator generator = (Map_Generator)target;

        if (GUILayout.Button("Generate Tilemap"))
        {
            generator.Generate_Tilemap();
        }
        if (GUILayout.Button("Clear All Tilemap"))
        {
            generator.ClearAllTiles();
        }
    }
    public override void OnInspectorGUI()
    {
        Map_Generator mapGen = (Map_Generator)target;

        if (DrawDefaultInspector())
        {
            if (mapGen.autoUpdate)
            {
                mapGen.GenerateMap();
            }
        }
        if (GUILayout.Button("Generator"))
        {
            mapGen.GenerateMap();
        }
    }
예제 #10
0
    private void Start()
    {
        //Add the keys (I will have to automate this so it is easier to add stuff)
        TileTypeDic.Add(TileType.Ground, TileIcon[0]);
        TileTypeDic.Add(TileType.Water, TileIcon[1]);
        MaterialDic.Add(MaterialTile.None, MaterialIcon[0]);
        MaterialDic.Add(MaterialTile.Tree, MaterialIcon[1]);
        MaterialDic.Add(MaterialTile.Wall, MaterialIcon[2]);

        MapLocal = GameObject.FindGameObjectWithTag("Map").GetComponent <Map_Generator>();
        InputM   = this.GetComponent <InputManager>();

        if (MapLocal == null)
        {
            Debug.Log("Map reference could not be found");
        }

        if (StartSelectingUnit != null)
        {
            StartCoroutine(SelectWithDelay());
        }

        ChangeOfSelection();
    }
예제 #11
0
 // Use this for initialization
 void Start()
 {
     generator = GameObject.Find("Generator").GetComponent <Map_Generator>();
 }
예제 #12
0
    void move()
    {
        if (index > length)
        {
            GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);

            if (index > 4 && index < 10)
            {
                obj.transform.tag = cube_tag;
                obj.GetComponent <MeshRenderer>().material = mat_des;
                obj.AddComponent <wallscript>();
                GG.Destructible.Add(obj);
            }
            else
            {
                obj.transform.tag = "cube";
                obj.GetComponent <MeshRenderer>().material = mat;
            }

            Destroy(obj.GetComponent <BoxCollider>());
            obj.transform.localScale = ObjScale;
            obj.AddComponent <Box_collision>();

            obj.transform.position = new Vector3(turtle.transform.position.x, 0.5f, turtle.transform.position.z);
            obj.transform.Rotate(turtle.transform.eulerAngles.x, turtle.transform.eulerAngles.y, turtle.transform.eulerAngles.z);

            obj.AddComponent <NavMeshObstacle>();
            prev.transform.localScale = rescale;
            prev = obj;

            GameObject obj2 = GameObject.CreatePrimitive(PrimitiveType.Cube);

            if (index > 4 && index < 10)
            {
                obj2.transform.tag = cube_tag;
                obj2.GetComponent <MeshRenderer>().material = mat_des;
                obj2.AddComponent <wallscript>();
                GG.Destructible.Add(obj2);
            }
            else
            {
                obj2.transform.tag = "cube";
                obj2.GetComponent <MeshRenderer>().material = mat;
            }

            Destroy(obj2.GetComponent <BoxCollider>());
            obj2.transform.localScale = ObjScale;
            obj2.AddComponent <Box_collision>();

            obj2.transform.position = new Vector3(-turtle.transform.position.x, 0.5f, -turtle.transform.position.z);
            Vector3 rot = new Vector3(0f, (float)rotation, 0f);
            obj2.transform.Rotate(rot, Space.Self);

            NavMeshObstacle NMO = obj2.AddComponent <NavMeshObstacle>();
            NMO.carving = true;
            prevInvert.transform.localScale = rescale;
            prevInvert = obj2;


            int        lengthNew   = (int)Random.Range(15f, 20f);
            int        rotationNew = (int)Random.Range(20f, 50f);
            GameObject branch1     = new GameObject();
            branch1.transform.Translate(turtle.transform.position.x, turtle.transform.position.y, turtle.transform.position.z);
            GameObject branch2 = new GameObject();
            branch2.transform.Translate(turtle.transform.position.x, turtle.transform.position.y + rotationNew, turtle.transform.position.z);

            Map_Generator b1 = branch1.AddComponent <Map_Generator>();
            Map_Generator b2 = branch2.AddComponent <Map_Generator>();
            b1.length     = lengthNew;
            b2.length     = lengthNew;
            b1.rotation   = rotation + rotationNew;
            b2.rotation   = rotation - rotationNew;
            b1.mat        = mat;
            b2.mat        = mat;
            b1.mat_des    = mat_des;
            b2.mat_des    = mat_des;
            b1.prev       = obj;
            b1.prevInvert = obj2;
            b2.prev       = obj;
            b2.prevInvert = obj2;
            b1.rescale    = rescale;
            b2.rescale    = rescale;
            Destroy(this.gameObject);
        }

        else
        {
            float      step = 1;
            GameObject obj  = GameObject.CreatePrimitive(PrimitiveType.Cube);

            if (index > 4 && index < 10)
            {
                obj.transform.tag = cube_tag;
                obj.GetComponent <MeshRenderer>().material = mat_des;
                obj.AddComponent <wallscript>();
                GG.Destructible.Add(obj);
            }
            else
            {
                obj.transform.tag = "cube";
                obj.GetComponent <MeshRenderer>().material = mat;
            }

            Destroy(obj.GetComponent <BoxCollider>());
            obj.transform.localScale = ObjScale;
            obj.AddComponent <Box_collision>();
            NavMeshObstacle NMO = obj.AddComponent <NavMeshObstacle>();
            NMO.carving = true;

            obj.transform.position = new Vector3(turtle.transform.position.x, 0.5f, turtle.transform.position.z);
            obj.transform.Rotate(turtle.transform.eulerAngles.x, turtle.transform.eulerAngles.y, turtle.transform.eulerAngles.z);
            prev.transform.localScale = rescale;
            prev = obj;

            GameObject obj2 = GameObject.CreatePrimitive(PrimitiveType.Cube);

            if (index > 4 && index < 10)
            {
                obj2.transform.tag = cube_tag;
                obj2.GetComponent <MeshRenderer>().material = mat_des;
                obj2.AddComponent <wallscript>();
                GG.Destructible.Add(obj2);
            }
            else
            {
                obj2.transform.tag = "cube";
                obj2.GetComponent <MeshRenderer>().material = mat;
            }

            Destroy(obj2.GetComponent <BoxCollider>());
            obj2.transform.localScale = ObjScale;
            obj2.AddComponent <Box_collision>();
            NavMeshObstacle NMO2 = obj2.AddComponent <NavMeshObstacle>();
            NMO2.carving = true;

            obj2.transform.position = new Vector3(-turtle.transform.position.x, 0.5f, -turtle.transform.position.z);
            Vector3 rot = new Vector3(0f, (float)rotation, 0f);
            obj2.transform.Rotate(rot, Space.Self);
            prevInvert.transform.localScale = rescale;
            prevInvert = obj2;

            turtle.transform.Translate(step + 0.05f, 0, 0);
            turtle.transform.position = new Vector3(turtle.transform.position.x, 0.6f, turtle.transform.position.z);
            prev.AddComponent <BoxCollider>();
            prevInvert.AddComponent <BoxCollider>();
            index++;
        }
    }