Пример #1
0
    public GridModel <HexModel> Generate(PlanetModel planetModel)
    {
        _resistanceConfig = GameConfig.Get <BellCurveConfig>();
        _planetModel      = planetModel;
        GameObject go     = GameObject.Find("Map");
        HexMap     hexMap = go.GetComponent <HexMap>();

        _map                   = new GridModel <HexModel>(hexMap.width.Value, hexMap.height.Value);
        _elements              = GameConfig.Get <ElementConfig>().ElementsList;
        _elementsDict          = GameConfig.Get <ElementConfig>().ElementsDictionary;
        _elementsProbabilities = new List <WeightedValue>();
        _hexScoreUpdateCommand = GameModel.Get <HexScoreUpdateCommand>();
        _hexUpdateCommand      = GameModel.Get <HexUpdateCommand>();

        for (int i = 0; i < _elements.Count; i++)
        {
            _elementsProbabilities.Add(new WeightedValue(_elements[i].Index, _elements[i].Rarity));
        }

        Vector2 defaultRange = new Vector2(float.MaxValue, float.MinValue);

        for (int i = 0; i < 7; i++)
        {
            Ranges[i] = defaultRange;
        }

        GenerateMap(hexMap);
        return(_map);
    }
Пример #2
0
 // Use this for initialization
 void Start()
 {
     _unitDefenseCommand    = GameModel.Get <UnitDefenseUpdateCommand>();
     _planetUpdateCommand   = GameModel.Get <PlanetPropsUpdateCommand>();
     _hexScoreUpdateCommand = GameModel.Get <HexScoreUpdateCommand>();
     _mineSkill             = GameModel.Get <MineSkill>();
     _liveSkill             = GameModel.Get <LiveSkill>();
     _clock = GameModel.Get <Clock>();
     _debug = GameModel.Get <GameDebug>();
     GameModel.HandleGet <PlanetModel>(OnPlanetChange);
     GameMessage.Listen <ClockTickMessage>(OnClockTick);
 }