public GameObject GetWellWalker(IntPoint2D tileLoc, ScenarioMgr.Direction facing) { //Debug.Log ("Retrieving well walker"); Vector3 topLeft = scenario.ComputeTopLeftPointOfTile(tileLoc); GameObject walker; walker = (GameObject)Instantiate(wellWalkerPrefab); walker.transform.position = topLeft + new Vector3(walkerHorizOffset, walkerVertOffset, walkerHorizOffset); walker.transform.rotation = Quaternion.identity; if (facing == ScenarioMgr.Direction.Up) { walker.transform.Rotate(0, 90, 0); } else if (facing == ScenarioMgr.Direction.Left) { walker.transform.Rotate(0, 180, 0); } else if (facing == ScenarioMgr.Direction.Down) { walker.transform.Rotate(0, 270, 0); } walker.SetActive(true); return(walker); }
public GameObject GetGreenGhost(int arrayIndex, IntPoint2D tileLoc) { Vector3 topLeft = scenario.ComputeTopLeftPointOfTile(tileLoc); GameObject obj = (GameObject)Instantiate(greenPrefabs[arrayIndex]); obj.transform.position = topLeft + GetObjTransform(arrayIndex); return(obj); }
private GameObject CreateHouse(GameObject prefabHouse, IntPoint2D tileIndex) { Vector3 topLeft = scenario.ComputeTopLeftPointOfTile(tileIndex); GameObject house = (GameObject)Instantiate(prefabHouse); house.transform.position = topLeft + new Vector3(houseOffset, houseOffset, houseOffset); return(house); }
public void DoDelivery(IntPoint2D startingTile, Stack <IntPoint2D> path, StoreManager storeMgr) { int amtToDeliver = Mathf.Min(kDeliveryCapacity, curCropAmt); curCropAmt = curCropAmt - amtToDeliver; GameObject delPerson = (GameObject)Instantiate(deliveryPrefab); Vector3 topLeft = scenarioMgr.ComputeTopLeftPointOfTile(startingTile); delPerson.transform.position = topLeft + new Vector3(.5f, .2f, .5f); DeliveryManager delMgr = delPerson.GetComponent("DeliveryManager") as DeliveryManager; delMgr.SetUp(scenarioInfo, startingTile, path, storeMgr, amtToDeliver); }
private GameObject CreateRoadTile(GameObject prefabRoad, IntPoint2D tileIndex) { Vector3 roadPoint = scenario.ComputeTopLeftPointOfTile(tileIndex); Debug.Log("Creating a road Tile at"); Debug.Log(roadPoint); GameObject road = (GameObject)Instantiate(prefabRoad); road.transform.position = roadPoint + roadOffset; Debug.Log(road.transform.position); return(road); }