public void BuildRoom() { // Game Objects this.objects = new Dictionary <byte, Dictionary <int, GameObject> > { [(byte)LoadOrder.Platform] = new Dictionary <int, GameObject>(), [(byte)LoadOrder.Enemy] = new Dictionary <int, GameObject>(), [(byte)LoadOrder.Item] = new Dictionary <int, GameObject>(), [(byte)LoadOrder.TrailingItem] = new Dictionary <int, GameObject>(), [(byte)LoadOrder.Character] = new Dictionary <int, GameObject>(), [(byte)LoadOrder.Projectile] = new Dictionary <int, GameObject>() }; // Object Coordination and Cleanup this.markedForAddition = new List <GameObject>(); this.markedForRemoval = new List <GameObject>(); // Build Tilemap with Correct Dimensions short xCount, yCount; RoomGenerate.DetectRoomSize(Systems.handler.levelContent.data.rooms[roomID], out xCount, out yCount); this.tilemap = new TilemapLevel(xCount, yCount); // Additional Components this.colors = new ColorToggles(); this.trackSys = new TrackSystem(); this.roomExits = new RoomExits(); this.queueEvents = new QueueEvent(this); // Generate Room Content (Tiles, Objects) RoomGenerate.GenerateRoom(this, Systems.handler.levelContent, roomID); // Prepare the Full Track System this.trackSys.SetupTrackSystem(); }
int FindDirection(CreateDir dir) { switch (dir) { case CreateDir.North: break; case CreateDir.West: break; case CreateDir.South: break; case CreateDir.East: break; default: break; } roomProp = room.GetComponent <RoomGenerate>(); int num = 0; return(num); }
// Use this for initialization void Start() { //BuildingController.AddRoom(room); dir = CreateDir.North; //roomBox = gameObject.GetComponent<Collider>(); roomProp = room.GetComponent <RoomGenerate>(); roomLength = roomProp.roomLength; roomWidth = roomProp.roomWidth; if (gameObject.name == "WalkerAI_No") { dir = CreateDir.North; direction = new Vector3(0, 0, 0.1f); multiplier = -roomLength; xMod = transform.parent.position.x; zMod = transform.parent.position.z; } if (gameObject.name == "WalkerAI_So") { dir = CreateDir.South; direction = new Vector3(0, 0, -0.1f); xMod = transform.parent.position.x; zMod = transform.parent.position.z; multiplier = roomLength; yOffset = true; } if (gameObject.name == "WalkerAI_We") { dir = CreateDir.West; direction = new Vector3(-0.1f, 0, 0); xMod = transform.parent.position.x + -14; zMod = transform.parent.position.z; multiplier = 1; xOffset = true; //xMod = (-10 * roomWidth); //zMod = transform.root.position.z; } if (gameObject.name == "WalkerAI_Ea") { dir = CreateDir.East; direction = new Vector3(0.1f, 0, 0); xMod = transform.parent.position.x; zMod = transform.parent.position.z; multiplier = roomWidth; //xMod = -7 + (transform.root.position.x * 10); //zMod = transform.root.position.z; } }
public EditorRoomScene(EditorScene scene, byte roomID) : base() { // References this.scene = scene; this.levelContent = this.scene.levelContent; this.roomID = roomID; // Build Tilemap with Correct Dimensions short xCount, yCount; RoomGenerate.DetectRoomSize(this.levelContent.data.rooms[roomID], out xCount, out yCount); // Initialize Object Limiter Count this.scene.limiter.RunRoomCount(roomID, this.levelContent.data.rooms[roomID]); // Sizing this.xCount = xCount; this.yCount = yCount; this.mapWidth = xCount * (byte)TilemapEnum.TileWidth; this.mapHeight = yCount * (byte)TilemapEnum.TileHeight; // Initial Setup EditorUI.currentSlotGroup = 1; }