Пример #1
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    private IEnumerator PauseForLevelObjectsUpdate(AStarGenerationData generationData)
    {
        yield return(new WaitForEndOfFrame());

        Init(generationData);
        GenerateGrid();
    }
Пример #2
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 private void Init(AStarGenerationData genData)
 {
     gridWorldSize      = genData.gridWorldSize;
     nodeD              = genData.nodeDiameter;
     gridCenterPosition = genData.gridCenterPosition;
     gridSizeX          = genData.nodesInGridX;
     gridSizeY          = genData.nodesInGridY;
     grid = new ASNode[gridSizeX, gridSizeY];
 }
Пример #3
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    public void GenerateLevel()
    {
        totalPlayers = enemiesNumber + 1;
        int rows    = Mathf.RoundToInt(gridSize.y / cellDiameter);
        int columns = Mathf.RoundToInt(gridSize.x / cellDiameter);
        AStarGenerationData ASGenData = new AStarGenerationData(gridSize, cellDiameter, transform.position, columns, rows);

        gameGrid.GenerateLevel(ASGenData);
        SetLevel();
    }
Пример #4
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    public void GenerateLevel(int level)
    {
        int rows    = Mathf.RoundToInt(gridSize.y / cellDiameter) + 1;
        int columns = Mathf.RoundToInt(gridSize.x / cellDiameter) + 1;

        lvlGenData = new LevelGenerationData(gridSize, cellDiameter, levelsList[level], rows, columns);
        AStarGenerationData ASGenData = new AStarGenerationData(gridSize, cellDiameter, thisTransform.position, columns, rows);

        GridBasics.GridGeneration(lvlGenData);
        aStarGrid.ProceedLevel(ASGenData);
        bonusTestManager.Launch(gridSize, thisTransform.position, cellDiameter);
    }
Пример #5
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 public void ProceedLevel(AStarGenerationData generationData)
 {
     StartCoroutine(PauseForLevelObjectsUpdate(generationData));
 }
Пример #6
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 public void GenerateLevel(AStarGenerationData genData)
 {
     Init(genData);
     GenerateGrid();
     aSGrid.ProceedLevel(this);
 }