void Awake() { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); cellShaderData = gameObject.AddComponent <HexCellShaderData>(); CreateMap(cellCountX, cellCountZ); }
public Terrain(HexCellShaderData ShaderData, HexCell cell) { this.ShaderData = ShaderData; this.cell = cell; this.roads = new bool[6]; this.riverTerrain = new RiverTerrain(cell, this); }
void Awake() { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); HexUnit.unitPrefab = unitPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); cellShaderData.Grid = this; CreateMap(cellCountX, cellCountZ, wrapping); }
void Awake() { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); // HexMetrics.colors = colors; HexUnit.unitPrefab = unitPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); CreateMap(cellCountX, cellCountZ); }
public void Init(int sizeX, int sizeZ) { cellCountX = sizeX; cellCountZ = sizeZ; HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); cellShaderData = gameObject.AddComponent <HexCellShaderData> (); cellShaderData.Grid = this; CreateMap(cellCountX, cellCountZ); }
public void Awake() { terrainMaterial.DisableKeyword("GRID_ON"); HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); HexUnit.unitPrefab = unitPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData> (); cellShaderData.Grid = this; CreateMap(cellCountX, cellCountY); }
private void Awake() { HexMetrics.noiseSource = this.noiseSource; HexMetrics.InitializeHashGrid(this.seed); HexUnit.unitPrefab = this.unitPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); cellShaderData.Grid = this; CreateMap(this.cellCountX, this.cellCountZ); }
void Awake() { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); pathfinder = GetComponent <GridPathfinder>(); cellShaderData = gameObject.AddComponent <HexCellShaderData>(); cellShaderData.Grid = this; //CreateMap(cellCountX, cellCountZ, wrapping); }
public void Init(int psizeX, int psizeY) //void Awake() { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); //HexUnit.unitPrefab = unitPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); cellShaderData.Grid = this; //CreateMap(cellCountX, cellCountZ); CreateMap(psizeX, psizeY); }
void Awake() { HexMetrics.noiseSource = noiseSource; HexUnit.serverPrefab = serverPrefab; HexUnit.clientPrefab = clientPrefab; HexItem.itemPrefab = itemPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); cellShaderData.Grid = this; photonView = PhotonView.Get(this); }
public void Initialize( Vector3 localPosition, HexCoordinates coordinates, int index, int columnIndex, HexCellShaderData ShaderData ) { transform.localPosition = localPosition; this.coordinates = coordinates; this.Index = index; this.ColumnIndex = columnIndex; this.ShaderData = ShaderData; this.terrain = new Terrain(this.ShaderData, this); }
void Awake() { DontDestroyOnLoad(gameObject); HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); CharacterManager.unitPrefab = unitPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); CreateMap(cellCountX, cellCountZ); if (FindObjectOfType <GameManager>() != null && !String.IsNullOrEmpty(GameManager.Instance.filepathMap.ToString())) { Load(GameManager.Instance.filepathMap); } cellShaderData.Initialize(cellCountX, cellCountZ); foreach (HexCell hexCell in cells) { hexCell.IncreaseVisibility(); } }
private void Awake() { HexMetrics.noiseSource = noiseSource; gridCanvas = GetComponentInChildren <Canvas>(); hexMesh = GetComponentInChildren <HexMesh>(); cells = new HexCell[colNum * rowNum]; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); //添加格子的Shader数据 cellShaderData.Initialize(colNum, rowNum); int index = 0; for (int z = 0; z < rowNum; z++) { for (int x = 0; x < colNum; x++) { CreateCell(x, z, index); index++; } } }
private void Awake() { Init(); cellShaderData = gameObject.AddComponent <HexCellShaderData>(); CreateMap(cellCountX, cellCountZ, wrapping); }