// Use this for initialization void Start() { pathGenerator = new PathGenerator(); activeCows = new List <CreatureController>(); cowPool = new List <CreatureController>(); treePool = new List <ForestController> (); activeTrees = new List <ForestController>(); rockPool = new List <RockController>(); activeRocks = new List <RockController>(); for (var i = 0; i < 30; i++) { RockController rock = (RockController)Instantiate(rock1Prefab, new Vector3(-1000, 0, 0), Quaternion.identity); rockPool.Add(rock); } //Populate the pool of trees for (var i = 0; i < 10; i++) { ForestController forest = (ForestController)Instantiate(forestPrefab, new Vector3(-1000, 0, 0), Quaternion.identity); treePool.Add(forest); } points = pathGenerator.GeneratePath(new Vector2(0, 0)); //lets get the last cell Vector3 firstCell = points[0]; Vector3 lastCell = points[points.Count - 1]; int numCells = (int)System.Math.Ceiling((lastCell.x - firstCell.x) / 20f); //now mazeManager.CreateCells(new Vector3(50, 0, 0), numCells, 10, 20); List <Bounds> bounds = mazeManager.GetCellsNotIntersectedBy(points); //mazeManager.MarkCellsAsPath(bounds); //mazeManager.RenderCells(bounds); foreach (RockController rock in rockPool) { mazeManager.AddToCell(rock, bounds); } //add the start position CreateBarn(new Vector3(100, 0, 0)); }
private void Awake() { if (Instance) { Destroy(gameObject); } else { ForestController.Instance = this; } }
private void Awake() { if (Instance) { Destroy(gameObject); } else { ForestController.Instance = this; } }
private void Start() { _controller = GameObject.Find("Forest Controller").GetComponent <ForestController>(); _transform = GetComponentInChildren <Transform>(); _transform.localScale = new Vector2(xScale, 0.75f); _collider = GetComponent <BoxCollider2D>(); // If the branch is on the right tree, flip its sprite and collider. if (_transform.position.x > 0f) { GetComponent <SpriteRenderer>().flipX = true; _collider.offset = new Vector2(-_collider.offset.x, _collider.offset.y); } IsGrowing = true; _isFading = false; _storedSap = 0; _finishedInitialGrowing = false; }
private void Start() { _controller = GameObject.Find("Forest Controller").GetComponent <ForestController>(); }
public void RemoveTreeFromScene(ForestController tree) { activeTrees.Remove(tree); treePool.Add(tree); tree.GetTransform().position = new Vector3(0, 0, -1000); }
private void Start() { _forest = GameObject.Find("Forest Controller").GetComponent <ForestController>(); _cursor = CursorOption.Undefined; }
public void Start() { this.anim = gameObject.GetComponent <Animator>(); this.forest = this.GetComponentInParent <ForestController>(); }