bool _gameOver = false; //Pauses the game on death public PlayScene(Game game) { _game = game; //Give systems a static PlayScene reference GameObject.InitSceneReference(this); Ability.InitSceneReference(this); Effect.InitSceneReference(this); Item.InitItemIdentifications(); _dungeon = new Dungeon(); _gen = new NewLevelGenerator(); _gameObjectPool = new GameObjectPool(this); _map = new Map(this); _turnCounter = new TurnCounter(this); _specialEffects = new List <int>(); _currentDepth = 0; _maxDepth = 1; _messageQueue = new Queue <string>(); _panels = new List <Panel>(); _spellFactory = new SpellFactory(); }
public LevelGenTest() { Display.InitDisplay(); Display.displayConsole.setForegroundColor(libtcod.TCODColor.lightGrey); _bgColor = new Color(libtcod.TCODColor.black); Display.displayConsole.setBackgroundColor(_bgColor.ToTCODColor()); _levelGenerator = new NewLevelGenerator(); _drawRooms = true; _drawExits = true; _visualizeGeneration = true; }
public override void OnInspectorGUI() { DrawDefaultInspector(); NewLevelGenerator myScript = (NewLevelGenerator)target; if (GUILayout.Button("Build Object")) { myScript.Init(); } }
public override void OnStartServer() { base.OnStartServer(); LoadGameData(); levelGen = GetComponent <NewLevelGenerator>(); numPlayers = levelProps.players.Length; for (int t = 0; t < numPlayers; t++) { TeamSize.Add(0); } levelGen.SpawnMoMs(levelProps.players); }