// Set references private void Awake() { // Validation on Serialize Fields //if (allyTempParent == null) //Debug.Log("allyTempParent was not initialized correctly in ProceduralGenerationContoller attached to " + this.name); // Validation on other Procedural Gen Scripts GameObject procGenContObj = this.gameObject; _genRoomsRef = procGenContObj.GetComponent <GenerateRooms>(); if (_genRoomsRef == null) { Debug.Log("There was no GenerateRooms attached to " + procGenContObj.name); } _wallsGenRef = procGenContObj.GetComponent <GenerateWalls>(); if (_wallsGenRef == null) { Debug.Log("There was no GenerateWalls attached to " + procGenContObj.name); } _stairsGenRef = procGenContObj.GetComponent <GenerateStairs>(); if (_stairsGenRef == null) { Debug.Log("There was no GenerateStairs attached to " + procGenContObj.name); } _tilesGenRef = procGenContObj.GetComponent <GenerateTiles>(); if (_tilesGenRef == null) { Debug.Log("There was no GenerateTiles attached to " + procGenContObj.name); } _safeRoomGenRef = procGenContObj.GetComponent <GenerateSafeRoom>(); if (_safeRoomGenRef == null) { Debug.Log("There was no GenerateSafeRoom attached to " + procGenContObj.name); } _placeAlliesRef = procGenContObj.GetComponent <PlaceAllies>(); if (_placeAlliesRef == null) { Debug.Log("There was no PlaceAllies attached to " + procGenContObj.name); } _enemiesGenRef = procGenContObj.GetComponent <GenerateEnemies>(); if (_enemiesGenRef == null) { Debug.Log("There was no GenerateEnemies attached to " + procGenContObj.name); } }
private void Start() { uim = GameObject.FindGameObjectWithTag("BoardUI").GetComponent <UIManager>(); allTeam = GameObject.FindGameObjectWithTag("Team").GetComponent <Team>(); gm = FindObjectOfType <GameManager>(); gt = GetComponent <GenerateTiles>(); teams = TeamInformationHandler.GetComponent <TeamHandler>(); em = TeamInformationHandler.GetComponent <EnemyManager>(); traits = TeamInformationHandler.GetComponent <TraitBonuses>(); GameObject StoredTiles = new GameObject("StoredTiles"); map = new Grid(x, y, cellSize, tile, StoredTiles); // creates grid gt.SpawnTiles(x, y, cellSize); playerTurn = 1; allTeam.LoadArtifacts(); }
/// <summary> /// Starts the generation of the floor /// </summary> public void StartGeneration() { //Debug.Log("StartGeneration"); // Get the procedural generation controller GameObject genCont = GameObject.FindWithTag("GenerationController"); if (genCont == null) { Debug.LogError("Could not find a gameobject with the tag GenerationController"); } // Get the procedural generation script attached to it ProceduralGenerationController genContScript = genCont.GetComponent <ProceduralGenerationController>(); if (genContScript == null) { Debug.LogError("Could not a ProceduralGenerationController script attached to " + genCont.name); } // Set the active tileset GenerateTiles genTilesRef = genContScript.GetComponent <GenerateTiles>(); if (genTilesRef == null) { Debug.LogError("Could not a GenerateTiles script attached to " + genCont.name); } // See if we should swap the tileset CheckSwapTileset(); genTilesRef.SetActiveTileSet(_activeTileSet); // Set the difficulty of the floor genContScript.CurrentFloorDifficulty = _nextFloorDiff; // Start the generation genContScript.GenerateFloor(_shouldHaveCamfire, _nextFloorRoomAm, _tempAllyParent); }
public void Awake() { instance = this; }