private IEnumerator PauseForLevelObjectsUpdate(AStarGenerationData generationData) { yield return(new WaitForEndOfFrame()); Init(generationData); GenerateGrid(); }
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]; }
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(); }
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); }
public void ProceedLevel(AStarGenerationData generationData) { StartCoroutine(PauseForLevelObjectsUpdate(generationData)); }
public void GenerateLevel(AStarGenerationData genData) { Init(genData); GenerateGrid(); aSGrid.ProceedLevel(this); }