// Start is called before the first frame update void Start() { Tilemap[] Tilemaps; Tilemaps = GameObject.FindObjectsOfType <Tilemap>(); for (int i = 0; i < Tilemaps.Length; i++) { if (Tilemaps[i].tag == "tilemap") { tilemap = Tilemaps[i]; break; } } load = tilemap.GetComponent <Load>(); pathfinding = tilemap.GetComponent <pathfinding>(); Player = GameObject.FindGameObjectWithTag("Player").transform; Tilemap[] tilemaps; tilemaps = GameObject.FindObjectsOfType <Tilemap>(); for (int i = 0; i < tilemaps.Length; i++) { if (tilemaps[i].tag == "HighLight") { HighLight = tilemaps[i]; break; } } EnemyMapPosition = tilemap.WorldToCell(transform.position); transform.position = tilemap.CellToWorld(EnemyMapPosition); playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <playerMovement>(); nextTurn = GameObject.FindGameObjectWithTag("Canvas").GetComponent <NextTurn>(); }
// Start is called before the first frame update void Start() { MG = TerrainGenerator.gameObject.GetComponent <MeshGenerator>(); GD = GridScript.gameObject.GetComponent <grid>(); PS = Pathfinding.gameObject.GetComponent <pathfinding>(); CTTR = Trackchnager.gameObject.GetComponent <ChangeTextureToRoad>(); }
public void InitGrid(cell[,] grid) { m_gridarr = grid; m_pathfinder = new pathfinding(m_gridarr); cell target = m_gridarr[5, 9]; PathFind(target); }
// Use this for initialization void Start() { grid = FindObjectOfType <Grid>(); unit = FindObjectOfType <Unit>(); pathFind = FindObjectOfType <pathfinding>(); map1.SetActive(true); //map2.SetActive(false); mapIndex = 1; grid.CreateGrid(); }
// Start is called before the first frame update private void Start() { PF = Pathfinder.gameObject.GetComponent <pathfinding>(); MG = TerrainGenerator.gameObject.GetComponent <MeshGenerator>(); nodeDiam = VerticiesRadius * 1; GridXsize = MG.XSize; GridZsize = MG.ZSize; }
// Start is called before the first frame update void Start() { PS = Pathfinding.gameObject.GetComponent <pathfinding>(); }
void Awake() { instance = this; Pathfinding = GetComponent<pathfinding> (); }
void Awake() { instance = this; //not sure if neccessary pathfinding = GetComponent <pathfinding>(); }
// Use this for initialization void Start() { for (int i = 0; i < m_gridarr.GetLength(0); i++) { for (int j = 0; j < m_gridarr.GetLength(1); j++) { m_gridarr[i, j] = new cell(); m_gridarr[i, j].m_x = i; m_gridarr[i, j].m_y = j; } } m_pathfinder = new pathfinding(m_gridarr); m_floor = GameObject.Find("floor"); m_test = GameObject.Find("wall"); m_creep = GameObject.Find("creep"); MeshFilter m = m_floor.GetComponent <MeshFilter>(); m_sizes = m.mesh.bounds.size; m_cellsize = (int)m_sizes.x / m_gridnum; int bound0 = m_gridarr.GetUpperBound(0); int bound1 = m_gridarr.GetUpperBound(1); //test spawn vals m_gridarr[0, 2].m_val = (int)cellVal.wall; m_gridarr[4, 1].m_val = (int)cellVal.wall; m_gridarr[5, 1].m_val = (int)cellVal.wall; m_gridarr[6, 1].m_val = (int)cellVal.wall; m_gridarr[3, 1].m_val = (int)cellVal.wall; m_gridarr[7, 1].m_val = (int)cellVal.wall; m_gridarr[8, 1].m_val = (int)cellVal.wall; m_gridarr[5, 0].m_val = (int)cellVal.creep; cell target = m_gridarr[5, 9]; for (int i = 0; i < m_gridarr.GetLength(0); i++) { for (int j = 0; j < m_gridarr.GetLength(1); j++) { //initialize position and size m_gridarr[i, j].m_size.x = m_cellsize; m_gridarr[i, j].m_size.z = m_cellsize; m_gridarr[i, j].m_pos.x = i * m_cellsize + (m_cellsize / 2); m_gridarr[i, j].m_pos.z = j * m_cellsize + (m_cellsize / 2); m_gridarr[i, j].m_pos.y = 0.5f; //initialize cell value and instantiate objects InitGridVal(i, j); } } /*m_path = m_pathfinder.FindPath(m_gridarr[5, 0], target); * foreach(var cell in m_path) * { * Instantiate(GameObject.Find("creep"), m_gridarr[cell.m_x, cell.m_y].m_pos, Quaternion.identity); * }*/ //var testnew = Instantiate(m_test, m_gridarr[0, 2].m_pos, Quaternion.identity); //var spawncreep = Instantiate(m_creep, m_gridarr[m_gridnum/2, 0].m_pos, Quaternion.identity); }