void makeFlow(Chunk chunk, Vector3 movement, float newAngle, int chunkId) { Vector3 startingPosition = moveRelative(lastRoomEndPosition, movement, rotation); ChunkFlow newFlow = new ChunkFlow(proceduralGeneratorOfChunk, lastChunk, chunkBag, random.Next(), chunkId, startingPosition, newAngle); chunk.flow = newFlow; chunk.chunkFlowPresent = true; proceduralGeneratorOfChunk.chunkFlowsToAdd.Add(newFlow); }
public void StartGeneration(int seed, int startingChunkId) { currentChunkId = startingChunkId; chunkBag = new ChunkBag(levelName); ChunkFlow chunkFlow = new ChunkFlow(this, null, chunkBag, seed, currentChunkId, Vector3.zero, 0); chunkFlows.Add(chunkFlow); Chunk newChunk = chunkFlow.loadFirstChunk(); Vector2 start = newChunk.checkPointLocation; playersTransform.position = new Vector3(start.x - 2, start.y - 1, 0); References.Runner.rigidbody2D.velocity = Vector2.zero; chunkFlow.lastChunk.playerPassedThrought = true; }
void Start () { StartCoroutine(InitializeProperties()); m_time = 0; state = State_.Ready; m_pattern = new Pattern_(); chunkFlow = new ChunkFlow(); }