Exemplo n.º 1
0
    public void wakeUpStatues()
    {
        int relCount = 0;

        foreach (relic rel in relics)
        {
            if (rel.state == 3)
            {
                relCount++;
            }
        }

        if (gamestate == 1 && relCount == relicounter - 1)
        {
            //wake up boss
            Debug.Log("you gonna need a bigger drill");
            foreach (Node n in grid)
            {
                if (n.tiletype.Contains("sphinxstatue"))
                {
                    n.tiletype = n.tiletype.Replace("sphinxstatue", "normal");
                    enemy_sphinx newboss = Instantiate(enemy_sphinx_prefab, new Vector3(n.gridPoint.x, n.gridPoint.y, 0), Quaternion.identity, groupEnemy);
                    n.revealNode();
                }
            }
            updateActors();
        }
    }
Exemplo n.º 2
0
    void readFile()
    {
        //leer archivo
        //string[] text = System.IO.File.ReadAllLines (@"Assets\MyFolder\MAP_FILES\map_grid_1.txt");
        string textFile = mapFile[mapIndex].text;

        string[] text = textFile.Split("\n"[0]);

        //leer el tamaño del mapa
        string[] lines = text [0].Split(";"[0]);
        gridSizeX = Mathf.RoundToInt(int.Parse(lines[0]));
        gridSizeZ = Mathf.RoundToInt(int.Parse(lines[1]));
        if (lines.Length >= 4)
        {
            recursoDinero        = Mathf.RoundToInt(int.Parse(lines[2]));
            recursoDineroInicial = recursoDinero;
            recursoGas           = Mathf.RoundToInt(int.Parse(lines[3]));
        }
        if (lines.Length >= 5)
        {
            tutorialIndexForLater = Mathf.RoundToInt(int.Parse(lines[4]));
            Debug.Log(lines[4]);
        }
        else
        {
            tutorialIndexForLater = 0;
        }

        grid          = new Node[gridSizeX, gridSizeZ];
        gridWorldSize = new Vector2(gridSizeX * nodeDiameter, gridSizeZ * nodeDiameter);

        //ajustar tamaño del plano/piso
        this.transform.position    = new Vector3((float.Parse(lines[0]) - 1) / 2, (float.Parse(lines[1]) - 1) / 2, -10);
        plane.transform.localScale = new Vector3(gridSizeX * nodeDiameter, gridSizeZ * nodeDiameter, 1);
        relics      = new List <relic>();
        relicounter = 0;
        relicsaved  = 0;

        //leer cada linea del archivo
        for (int i = 1; i < text.Length; i++)
        {
            //leer linea y transformarla en un nodo segun coordenadas
            lines = text [i].Split(";"[0]);
            Vector2 gridPoint = new Vector2(int.Parse(lines[0]), int.Parse(lines[1]));

            grid[int.Parse(lines[0]), int.Parse(lines[1])] = new Node(gridPoint, lines[2], bool.Parse(lines[3]), this);
            if (lines[2].Contains("relic"))
            {
                relic newrelic = Instantiate(relic_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupItems);
                relicounter++;
                newrelic.relicID = relicounter;
                relics.Add(newrelic);
            }

            if (lines[2].Contains("worm"))
            {
                enemy_parent newWorm = Instantiate(enemy_worm_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupEnemy);//,this.transform
            }
            if (lines[2].Contains("shark"))
            {
                enemy_shark newshark = Instantiate(enemy_shark_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupEnemy);
            }
            if (lines[2].Contains("thief"))
            {
                enemy_thief newthief = Instantiate(enemy_thief_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupEnemy);
            }
            if (lines[2].Contains("nest"))
            {
                enemy_thief_nest newNest = Instantiate(enemy_nest_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupEnemy);
            }
            if (lines[2].Contains("keymaster"))
            {
                enemy_unlocker newLock = Instantiate(enemy_unlocker_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupEnemy);
            }
            if (lines[2].Contains("sphinxawake"))
            {
                enemy_sphinx newboss = Instantiate(enemy_sphinx_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupEnemy);
            }

            if (lines[2].Contains("START"))
            {
                unit_HQ newHQ = Instantiate(unit_HQ_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupUnit);
                newHQ.name  = "unitHQ";
                unitHQ_code = newHQ;
            }
            if (lines[2].Contains("DRILL"))
            {
                unit_parent startUnit = Instantiate(unit_drill_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupUnit);
            }
            if (lines[2].Contains("TANK"))
            {
                unit_parent startUnit = Instantiate(unit_tank_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupUnit);
            }
            if (lines[2].Contains("SCOUT"))
            {
                unit_parent startUnit = Instantiate(unit_scout_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupUnit);
            }
            if (lines[2].Contains("BOMB"))
            {
                unit_parent startUnit = Instantiate(unit_bomb_prefab, new Vector3(gridPoint.x, gridPoint.y, 0), Quaternion.identity, groupUnit);
            }
        }

        //conectar nodos
        for (int i = 0; i < gridSizeX; i++)
        {
            for (int j = 0; j < gridSizeZ; j++)
            {
                try{ grid [i, j].leftNode = grid [i - 1, j]; }
                catch {}
                try{ grid [i, j].rightNode = grid [i + 1, j]; }
                catch {}
                try{ grid [i, j].upNode = grid [i, j + 1]; }
                catch {}
                try{ grid [i, j].downNode = grid [i, j - 1]; }
                catch {}
                grid [i, j].drawmelikeafrenchgirl();
            }
        }

        checkRelics();//in case of no relics end game
        gamestate = 1;
        //world set
    }