int[,] isAvailable;//0>Nothing 1>Straight 2> side 3>upleft 4>upright 5>leftup 6>rightup 7>tower 8>Barricade 9>Don't use public void SetValuesAndGenerate(ScriptableRankProperties props) { mapSize = props.mapSize; turn = props.turns; arrowTowerCount = props.numOfArrowTowers; bombTowerCount = props.numOfBombTowers; groundBarricadeCount = props.numOfGroundBarricade; blockBarricadeCount = props.numOfBlockBarricade; percentIncrement = 80 / (turn / 2); Generate(); }
public static void CreateMyRank() { ScriptableRankProperties asset = ScriptableObject.CreateInstance <ScriptableRankProperties>(); AssetDatabase.CreateAsset(asset, "Assets/Data/Ranks/NewRankProps.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
void Start() { Time.timeScale = 1; //1. Loading should appear //2. Get value from StatisticsManager //3. Set the values for Path //4. Give the values to PathGenerator Class //5. Activate the interface before battle //5. End //Instantiate MyMap myGeneratedMap = Instantiate(myMap, Vector3.zero, Quaternion.identity) as Transform; myGeneratedMap.gameObject.name = "MyMap"; //Create OffenseHeadquaters Transform OHQ = Instantiate(OffenseHQ, transform.position, Quaternion.identity) as Transform; OHQ.name = "OffenseHeadQuaters"; BeforeBattle(false); InBattle(false); rank = StatisticsManager.SM.GetDetails("Player_Rank"); currentRankProps = rankProps[rank - 1]; generator = myGeneratedMap.gameObject.GetComponent <PathGenerator>(); generator.OnPercentChange += UpdatePercentValue; generator.SetValuesAndGenerate(currentRankProps); spawnPosition = generator.spawnPointPosition; gateBroken = false; //Get referece to all Windows resultPanel = GameResultPanel.Instance(); pausePanel = PausePanel.Instance(); //Set Up all Actions SetAllActions(); }
void Start() { Time.timeScale = 1; //1. Loading should appear //2. Get value from StatisticsManager //3. Set the values for Path //4. Give the values to PathGenerator Class //5. Activate the interface before battle //5. End //Instantiate MyMap myGeneratedMap = Instantiate(myMap, Vector3.zero, Quaternion.identity) as Transform; myGeneratedMap.gameObject.name = "MyMap"; //Create OffenseHeadquaters Transform OHQ = Instantiate(OffenseHQ, transform.position, Quaternion.identity) as Transform; OHQ.name = "OffenseHeadQuaters"; BeforeBattle(false); InBattle(false); rank = StatisticsManager.SM.GetDetails("Player_Rank"); currentRankProps = rankProps[rank - 1]; generator = myGeneratedMap.gameObject.GetComponent<PathGenerator>(); generator.OnPercentChange += UpdatePercentValue; generator.SetValuesAndGenerate(currentRankProps); spawnPosition = generator.spawnPointPosition; gateBroken = false; //Get referece to all Windows resultPanel = GameResultPanel.Instance(); pausePanel = PausePanel.Instance(); //Set Up all Actions SetAllActions(); }
public void SetValuesAndGenerate(ScriptableRankProperties props) { mapSize = props.mapSize; turn = props.turns; arrowTowerCount = props.numOfArrowTowers; bombTowerCount = props.numOfBombTowers; groundBarricadeCount = props.numOfGroundBarricade; blockBarricadeCount = props.numOfBlockBarricade; percentIncrement = 80 / (turn/2); Generate(); }