private void Start()
    {
        tileRenderer = GetComponent <TilemapRenderer>();
        tileCollider = GetComponent <TilemapCollider2D>();

        player.OnJump.AddListener(Switch);
    }
Exemplo n.º 2
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        private void Init(bool isEditor = false)
        {
            if (_isInitialized)
            {
                return;
            }

            _eventsMap      = GetComponent <Tilemap>();
            _lastMapBounds  = _eventsMap.cellBounds;
            _eventsRenderer = GetComponent <TilemapRenderer>();

            // エディターじゃない場合は隠す
            if (!isEditor)
            {
                _eventsRenderer.sortingLayerName = "Default";
                _eventsRenderer.sortingOrder     = -9999;
            }

            _eventsCollider = GetComponent <TilemapCollider2D>();

            // イベントマップがプレイヤーの移動をブロックしなくなる
            _eventsCollider.isTrigger = true;

            _isInitialized = true;
        }
Exemplo n.º 3
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    void Start()
    {
        //hämtar komponenten CompositeCollider2D hos föräldern och ger cc det värdet
        cc = GetComponentInParent <CompositeCollider2D>();

        //hämtar komponenten TilemapRenderer hos föräldern och ger tmRend det värdet
        tmRend = GetComponentInParent <TilemapRenderer>();
    }
Exemplo n.º 4
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    // Start is called before the first frame update
    void Start()
    {
        floorTiles = GameObject.Find("SecretTilemap").GetComponent <TilemapRenderer>();
        catSprite  = GameObject.Find("cat").GetComponent <SpriteRenderer>();

        floorTiles.enabled = false;
        catSprite.enabled  = false;
    }
Exemplo n.º 5
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     tilemapRenderer = GetComponent <TilemapRenderer>();
     if (collision.gameObject.CompareTag("Player"))
     {
         SetActiveRoof(false);
     }
 }
Exemplo n.º 6
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 private void Start()
 {
     MyTileMap = transform.parent.parent.GetComponent<Tilemap>();
     tilemapRenderer = transform.parent.parent.GetComponent<TilemapRenderer>();
     defaultColor = MyTileMap.color;
     fadedColor = defaultColor;
     fadedColor.a = 0.7f;
 }
Exemplo n.º 7
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        /// <summary>
        /// Instanciate new layer on grid
        /// </summary>
        public GridLayer(string _name, Transform _gridParent, int _sortingOrder)
        {
            GameObject gameObject = new GameObject(_name);

            gameObject.transform.SetParent(_gridParent);
            m_tilemap         = gameObject.AddComponent <Tilemap>();
            m_tilemapRenderer = gameObject.AddComponent <TilemapRenderer>();
            m_tilemapRenderer.sortingOrder = _sortingOrder;
        }
    // Use this for initialization
    void Start()
    {
        tc2d = GetComponent <TilemapCollider2D>();
        tmr  = GetComponent <TilemapRenderer>();

        bossScript = GameObject.FindGameObjectWithTag("FinalBoss").GetComponent <FinalBossScript>();

        camera = Camera.main.gameObject.GetComponent <CameraScript>();
    }
Exemplo n.º 9
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        internal Level(Transform transform)
        {
            _transform = transform;

            Grid grid = transform.GetComponent <Grid>();

            _tilemap         = grid.GetComponentInChildren <Tilemap>();
            _tilemapRenderer = grid.GetComponentInChildren <TilemapRenderer>();
        }
Exemplo n.º 10
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 // Start is called before the first frame update
 void Start()
 {
     renderer1 = Dimension1.GetComponent <TilemapRenderer>();
     renderer2 = Dimension2.GetComponent <TilemapRenderer>();
     collider1 = Dimension1.GetComponent <CompositeCollider2D>();
     collider2 = Dimension2.GetComponent <CompositeCollider2D>();
     GrayscaleToggle(renderer2, collider2);
     audioSource = GetComponent <AudioSource>();
 }
Exemplo n.º 11
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 // Start is called before the first frame update
 void Start()
 {
     base.Start();
     StartPos = transform.position; // start position to return it there when knight dies.
     FullReset();
     played       = false;
     audioreset   = false;
     GateRenderer = Gate.GetComponent <TilemapRenderer>();
     GateCollider = Gate.GetComponent <TilemapCollider2D>();
 }
Exemplo n.º 12
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 void Start()
 {
     tr  = GetComponent <TilemapRenderer>();
     box = GetComponent <TilemapCollider2D>();
     PlayerControl1.Instance.swap.OnSwap += HandleSwap;
     if (!worldOne)
     {
         Hide();
     }
 }
    private void Awake()
    {
        TilemapRenderer renderer = GetComponent <TilemapRenderer>();

        if (renderer == null)
        {
            return;
        }
        renderer.enabled = false;
    }
Exemplo n.º 14
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    // Start is called before the first frame update
    void Start()
    {
        bps            = bpm / 60f;
        secondsPerBeat = 1 / bps;
        offsetTime     = beatOffset * secondsPerBeat;

        tmr = this.GetComponent <TilemapRenderer>();
        mat = tmr.material;
        mat.SetFloat("_Frequency", 0);
    }
Exemplo n.º 15
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        public string AssignTilemapSort(TilemapRenderer renderer)
        {
            var go = renderer.gameObject;

            SortingLayerCheck(go);
            renderer.sortingLayerName = m_CurrentSortLayerName;
            renderer.sortingOrder     = m_CurrentSortOrder;

            return(m_CurrentSortLayerName);
        }
Exemplo n.º 16
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        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // a tilemap to be not the right course of action.
            if (convert.Result.OfType <ICmpRenderer>().Any())
            {
                return(false);
            }

            List <object>  results   = new List <object>();
            List <Tileset> availData = convert.Perform <Tileset>().ToList();

            // Generate objects
            foreach (Tileset tileset in availData)
            {
                if (convert.IsObjectHandled(tileset))
                {
                    continue;
                }

                // Retrieve previously generated GameObjects and Tilemaps for re-use
                GameObject      gameobj         = convert.Result.OfType <GameObject>().FirstOrDefault();
                Tilemap         tilemap         = convert.Result.OfType <Tilemap>().FirstOrDefault();
                TilemapRenderer tilemapRenderer = convert.Result.OfType <TilemapRenderer>().FirstOrDefault();
                if (tilemap == null && gameobj != null)
                {
                    tilemap = gameobj.GetComponent <Tilemap>();
                }

                // Create a new Tilemap (and TilemapRenderer) if none did exist before
                if (tilemap == null)
                {
                    tilemap = new Tilemap();
                    TilemapsSetupUtility.SetupTilemap(tilemap, tileset);

                    // Add a renderer for this Tilemap to the result list, if there was none before
                    if (tilemapRenderer == null)
                    {
                        results.Add(new TilemapRenderer());
                    }
                }

                // Configure the Tilemap according to the Tileset we're converting
                tilemap.Tileset = tileset;

                // Add the Tilemap to our result set
                results.Add(tilemap);
                convert.SuggestResultName(tilemap, tileset.Name);
                convert.MarkObjectHandled(tileset);
            }

            convert.AddResult(results);
            return(false);
        }
Exemplo n.º 17
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 private void Awake()
 {
     grid = transform.parent.GetComponent <Grid>();
     if (!grid)
     {
         Debug.LogError("[TilemapPrefabricator]: must have a Grid parent");
     }
     tilemap             = GetComponent <Tilemap>();
     tilemapRenderer     = GetComponent <TilemapRenderer>();
     instantiatedPrefabs = new List <GameObject>();
 }
Exemplo n.º 18
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 void ChangeLayerOpacity(GameObject layerRoot, float opaqueness)
 {
     // Get all tilemap renderer components in all the children of the layerRoot gameObject
     TilemapRenderer[] tilemapRenderers = layerRoot.GetComponentsInChildren <TilemapRenderer>();
     // for every tilemapRender component, set its material's "tint color" to be transparent (specifie by the opaqueness arguement)
     for (int i = 0, tilemapRenderersLength = tilemapRenderers.Length; i < tilemapRenderersLength; i++)
     {
         TilemapRenderer mapRenderer = tilemapRenderers[i];
         mapRenderer.material.color = new Color(mapRenderer.material.color.r, mapRenderer.material.color.g, mapRenderer.material.color.b, opaqueness);
     }
 }
Exemplo n.º 19
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 // Start is called before the first frame update
 void Awake()
 {
     //creates Tilemap hiearchy as if you created it in Unity inspector
     layer         = new GameObject("Stage Layer");
     grid          = layer.AddComponent <Grid>();
     grid.cellSize = new Vector3(1.0f / 3.0f, 1.0f / 3.0f, 0.0f);
     roomLayer     = new GameObject("Stage Grid");
     rooms         = roomLayer.AddComponent <Tilemap>();
     renderer      = roomLayer.AddComponent <TilemapRenderer>();
     roomLayer.transform.parent = layer.transform;
 }
Exemplo n.º 20
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    void Awake()
    {
        me = this;
        //Have to set the floor to recive shadows here because it won't let us in the inspector
        floor.gameObject.GetComponent <TilemapRenderer> ().receiveShadows = true;
        calculateLighting();
        TilemapRenderer t = lighting.gameObject.GetComponent <TilemapRenderer> ();

        //lighting.transform.position = new Vector3 (lighting.transform.position.x - 0.2f, lighting.transform.position.y - 0.2f, lighting.transform.position.z);
        t.sortingOrder = 99;
    }
Exemplo n.º 21
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 private void PlaceTile(GameObject goTilemap, Tilemap tilemap, TilemapRenderer tilemapRenderer, int cx, int cy, SuperTile tile, Vector3Int pos3, TileIdMath tileId)
 {
     if (m_TilesAsObjects)
     {
         PlaceTileAsObject(goTilemap, tile, cx, cy, tileId, pos3);
     }
     else
     {
         PlaceTileAsTile(goTilemap, tilemap, tilemapRenderer, tile, tileId, pos3);
     }
 }
Exemplo n.º 22
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        private Renderer IsHit(Transform _transform, Vector3 hitPosition)
        {
            TilemapRenderer tilemapRenderer = _transform.GetComponent <TilemapRenderer>();

            if (tilemapRenderer)
            {
                return(tilemapRenderer);
            }

            return(IsPixelHit(_transform, hitPosition));
        }
Exemplo n.º 23
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 public static void LoadSerializeHashtable(this TilemapRenderer self, Hashtable hashtable)
 {
     self.mode = hashtable.Get <int>(StringConst.String_mode).ToEnum <TilemapRenderer.Mode>();
     self.detectChunkCullingBounds =
         hashtable.Get <int>(StringConst.String_detectChunkCullingBounds)
         .ToEnum <TilemapRenderer.DetectChunkCullingBounds>();
     self.sortOrder       = hashtable.Get <int>(StringConst.String_sortOrder).ToEnum <TilemapRenderer.SortOrder>();
     self.sortingOrder    = hashtable.Get <int>(StringConst.String_sortingOrder);
     self.maskInteraction =
         hashtable.Get <int>(StringConst.String_maskInteraction).ToEnum <SpriteMaskInteraction>();
 }
Exemplo n.º 24
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    private Renderer IsHit(Transform _transform)
    {
        TilemapRenderer tilemapRenderer = _transform.GetComponent <TilemapRenderer>();

        if (tilemapRenderer)
        {
            return(tilemapRenderer);
        }

        return(IsPixelHit(_transform));
    }
Exemplo n.º 25
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    // Start is called before the first frame update
    void Start()
    {
        instance = this;
        chunks   = new TilemapChunk[TerrainGenerator.instance.mapWidth / 100, TerrainGenerator.instance.mapHeight / 100];

        oldCurrentPosition = viewer.transform.position;
        playerXFloor       = (int)Mathf.Round(oldCurrentPosition.x / 100) * 100;
        playerYFloor       = (int)Mathf.Round(oldCurrentPosition.y / 100) * 100;
        LoadInitialTerrain(0, 0);
        StartCoroutine(CreateChunks());
        // StartCoroutine(CheckChange());
    }
Exemplo n.º 26
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    // Use this for initialization
    void Awake()
    {
        game = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>();


        //CONVERT TILEMAP TO 3D
        startTilemap = GetComponent <Tilemap>();
        rend         = GetComponent <TilemapRenderer>();
        rend.enabled = false;

        MapTilemap(startTilemap, true, spawningParent);
    }
        //private AudioManager audioManager;


        void Start()
        {
            //audioManager = FindObjectOfType<AudioManager>();
            tilemapRenderer = GetComponent <TilemapRenderer>();
            tilemap         = GetComponent <Tilemap>();

            if (isExplored)
            {
                var color = tilemap.color;
                tilemap.color = new Color(color.r, color.g, color.b, 0);
            }
        }
    //mark and update each sprite's order in layer
    void FixedUpdate()
    {
        SpriteRenderer[] spriteRenderers  = FindObjectsOfType <SpriteRenderer>();
        TilemapRenderer  tilemapRenderers = FindObjectOfType <TilemapRenderer>();

        foreach (SpriteRenderer renderer in spriteRenderers)
        {
            renderer.sortingOrder = (int)(renderer.transform.position.y * -10);
        }

        tilemapRenderers.sortingOrder = (int)(tilemapRenderers.transform.position.y * -10);
    }
Exemplo n.º 29
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    // Start is called before the first frame update
    void Start()
    {
        PortalCollider = GetComponent <TilemapCollider2D>();
        PortalRenderer = GetComponent <TilemapRenderer>();

        GemRenderer = Gem.GetComponent <SpriteRenderer>();
        GemCollider = Gem.GetComponent <BoxCollider2D>();

        Timer      = TeleportTimer;
        Faded      = false;
        DisplayGem = false;
    }
Exemplo n.º 30
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        void RandomTileMap()
        {
            // validation
            if (tiles == null || tiles.Length < 1)
            {
                Debug.LogError("Tiles not assigned", gameObject);
                return;
            }

            var parent = transform.parent;

            if (parent == null)
            {
                var go = new GameObject("grid");
                go.AddComponent <Grid>();
                transform.SetParent(go.transform);
            }
            else
            {
                if (parent.GetComponent <Grid>() == null)
                {
                    parent.gameObject.AddComponent <Grid>();
                }
            }

            TilemapRenderer tr = GetComponent <TilemapRenderer>();

            if (tr == null)
            {
                tr = gameObject.AddComponent <TilemapRenderer>();
            }

            Tilemap map = GetComponent <Tilemap>();

            if (map == null)
            {
                map = gameObject.AddComponent <Tilemap>();
            }


            // random map generation
            Vector3Int tilePos = Vector3Int.zero;

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    tilePos.x = x;
                    tilePos.y = y;
                    map.SetTile(tilePos, tiles[Random.Range(0, tiles.Length)]);
                }
            }
        }