Пример #1
0
    Vector2 roomSizeInTiles = new Vector2(15, 23);//(15, 23)
    //The setup script.
    public void Setup(Texture2D _tex, Vector2 _gridPos, int _type, bool _doorTop, bool _doorBot, bool _doorLeft, bool _doorRight)
    {
        tex       = _tex;
        gridPos   = _gridPos;
        type      = _type;
        doorTop   = _doorTop;
        doorBot   = _doorBot;
        doorLeft  = _doorLeft;
        doorRight = _doorRight;
        isInRoom  = false;

        if (type == 1)//If type == 1, then this is the starting room; otherwise it is a standard room w/ clear condition
        {
            isCleared = true;
        }
        else
        {
            isCleared = false;
        }

        levelGenManager = GameObject.Find("Level Generator").GetComponent <LevelGeneration>();

        MakeDoors();
        GenerateRoomTiles();
    }
Пример #2
0
            public void Setup()
            {
                for (int i = 0; i < numberOfLevels; i++)
                {
                    GameObject m_LevelGo = new GameObject("LevelRoot_" + (i + 1));
                    m_LevelGo.transform.parent = transform;
                    GameObject m_MiniMapGo = new GameObject("MiniMapRoot_" + (i + 1));
                    m_MiniMapGo.transform.parent = m_LevelGo.transform;

                    LevelGeneration m_LevelGen = GetComponent <LevelGeneration>();
                    m_LevelGen.Setup(mapSize, m_MiniMapGo.transform);
                    levelsData[i + 1] = m_LevelGo;

                    AddRoomsToWorld(m_LevelGo, m_LevelGen.levelRooms, i + 1);

                    bool exit = (i == numberOfLevels - 1);
                    SelectAndPlaceStair(i + 1, m_LevelGo.transform, exit);
                    SelectAndPlaceItemSpawner(batteryLocations, i + 1, m_LevelGo.transform, batteryItem);

                    m_Grid.CreateGrid(GetGridWorldSize(), GetGridRoomSize());

                    if (i != (currentLevel - 1))
                    {
                        m_LevelGo.SetActive(false);
                    }
                }
            }
Пример #3
0
	// Use this for initialization
	void Start ()
    {
        level = GameObject.FindGameObjectWithTag("levelGen").GetComponent<LevelGeneration>();
        checkMovement = GetComponent<BoxCollider2D>();
        rb = GetComponent<Rigidbody2D>();
        checkMovement.offset = new Vector2(0, -1);
	}
Пример #4
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        public Game()
        {
            InitializeComponent();

            // Initialise sound tracks
            Logging.Log(LogType.LOG, "Initialsing soundtracks");
            backgroundMusic = new Sound(FileSystem.GetAsset("Sounds/Soundtrack.wav"));

            // Initialise differnet platforms
            Logging.Log(LogType.LOG, "Initialsing level");
            level = new LevelGeneration(Controls);
            level.Generate();

            // Initialise player
            Logging.Log(LogType.LOG, "Initialsing player");
            player = new Player(playerControl);
            player.GetPlayer().BackgroundImage = Options.GetPlayerImage();
            player.GetPlayer().SendToBack();

            // Send the background backwards so that the platforms are visible
            background.SendToBack();

            // Initialise hearts
            Logging.Log(LogType.LOG, "Populating heart array");
            hearts.Add(heart1);
            hearts.Add(heart2);
            hearts.Add(heart3);

            // Start playing the soundtrack
            backgroundMusic.Play();
        }
Пример #5
0
        private void GenerateMinimap()
        {
            GameObject      go    = GameObject.FindWithTag("Level");
            LevelGeneration level = go.GetComponent <LevelGeneration>();

            _minimap.GenerateMinimap(level.Rooms);
        }
Пример #6
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    public void InitCard(LevelGeneration board, Vector2 boardindex, Player player, CardType type)
    {
        this.board  = board;
        this.player = player;
        boardIndex  = boardindex;
        cardType    = type;

        if (cardType == CardType.NONE)
        {
            int index = Random.Range(0, 3);
            switch (index)
            {
            case 1:
                cardType = CardType.Enemy;
                break;

            case 2:
                cardType = CardType.Obstacle;
                break;

            case 3:
                cardType = CardType.NONE;
                break;

            default:
                cardType = CardType.NONE;
                break;
            }
        }

        if (cardType == CardType.Entry)
        {
            flipper.flipped = true;
        }
    }
Пример #7
0
    //Lockdown Timer Variables
    //private float runTimer;
    //private bool timerActive;
    //private bool switchedRooms;

    public void Initialize()
    {
        controllerInput = FindObjectOfType <ControllerInputSystem>().GetComponent <ControllerInputSystem>();
        levelGenerator  = GetComponent <LevelGeneration>();
        roomManager     = GetComponent <RoomManager>();
        cameraFollow    = GameObject.Find("Main Camera").GetComponent <CameraSmoothFollow>();
        minimapCamera   = FindObjectOfType <MinimapCamera>();
        audienceManager = FindObjectOfType <AudienceInteractable>().GetComponent <AudienceInteractableManager>();

        websiteData = new WebsiteScript(connectWebsite);
        StartCoroutine(websiteData.LockFaction(2, 0, ""));
        screenUI = FindObjectOfType <ScreenUISystem>().GetComponent <ScreenUISystem>();

        enemyManager = new EnemyManager();



        // Setup level layout
        levelGenerator.CreateLayout();
        roomManager.SpawnLayout(levelGenerator.GetGridSpaces(), levelGenerator.GetSecureRoomNum());

        audienceManager.InitializeInteractables();

        player = FindObjectOfType <PlayerController>();

        timer = 0;

        // Game Variables
        moneyCollected = 0;

        //runTimer = 600;

        //switchedRooms = false;
    }
Пример #8
0
    public DataStaticObjects()
    {
        //staticObjects = new List<string>();
        LevelGeneration level = PlayerManager.instance.levelGeneration;

        //Transform[] transforms = level.environment.transform.GetComponentsInChildren<Transform>().Skip(1).ToArray();
        GameObject[] sceneObjects = GameObject.FindGameObjectsWithTag("StaticObject");
        length        = sceneObjects.Length;
        staticObjects = new string[length];
        position      = new float[length, 3];
        rotation      = new float[length, 3];

        for (int i = 0; i < length; i++)
        {
            staticObjects[i] = SaveSystem.GetPrefabName(sceneObjects[i].name);

            position[i, 0] = sceneObjects[i].transform.position.x;
            position[i, 1] = sceneObjects[i].transform.position.y;
            position[i, 2] = sceneObjects[i].transform.position.z;

            rotation[i, 0] = sceneObjects[i].transform.rotation.eulerAngles.x;
            rotation[i, 1] = sceneObjects[i].transform.rotation.eulerAngles.y;
            rotation[i, 2] = sceneObjects[i].transform.rotation.eulerAngles.z;
        }
    }
Пример #9
0
 public void Begin()
 {
     gen = Camera.main.GetComponent <LevelGeneration>();
     foreach (Transform child in transform)
     {
         Destroy(child.gameObject);
     }
     if (plain)
     {
         return;
     }
     // This is the logic for creating each platform and furnishing it with items
     if (Random.value < 0.7f)
     {
         // This is the scenery half. We might add something to this platform that is purely visual
         if (Random.value <= 0.5f)
         {
             GameObject carrotObject = Platform.carrotPool.Place(transform.position + new Vector3(0, 0.5f, 0));
             gen.carrots.Add(carrotObject);
         }
     }
     else
     {
         // This is the item half - we may add items on this platform
         float genVal = Random.value;
         if (genVal >= 0 && genVal < CHANCE_COINS)
         {
             // coins
             GameObject coinObject = Platform.coinPool.Place(transform.position);
             gen.coins.Add(coinObject);
             //coinObject.transform.parent = transform;
             //coin.SetActive(true);
         }
         else if (genVal >= CHANCE_COINS && genVal < CHANCE_COINS + CHANCE_PICKUP)
         {
             // pickup
             GameObject powerupObject = Platform.powerupPool.Place(transform.position);
             gen.powerups.Add(powerupObject);
             //pickupObject.transform.parent = transform;
         }
         else if (genVal >= CHANCE_COINS + CHANCE_PICKUP && genVal < CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING)
         {
             // spring
             GameObject springObject = Platform.springPool.Place(transform.position);
             gen.springs.Add(springObject);
             //springObject.transform.parent = transform;
         }
         else if (genVal >= CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING && genVal < CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING + CHANCE_ENEMY)
         {
             // enemy
         }
         else if (genVal >= CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING + CHANCE_ENEMY && genVal < CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING + CHANCE_ENEMY + CHANCE_SPIKES)
         {
             // spikes
             GameObject spikesObject = Platform.spikesPool.Place(transform.position);
             gen.spikes.Add(spikesObject);
             //spikesObject.transform.parent = transform;
         }
     }
 }
Пример #10
0
    public void ClearEvents()
    {
        //loop through every event and unsubscribe the events
        if (LevelGeneration != null)
        {
            foreach (var eventDelegate in LevelGeneration.GetInvocationList())
            {
                LevelGeneration -= (eventDelegate as EventHandler);
            }
        }

        if (LevelBaking != null)
        {
            foreach (var eventDelegate in LevelBaking.GetInvocationList())
            {
                LevelBaking -= (eventDelegate as EventHandler);
            }
        }

        if (LevelPopulation != null)
        {
            foreach (var eventDelegate in LevelPopulation.GetInvocationList())
            {
                LevelPopulation -= (eventDelegate as EventHandler);
            }
        }

        if (PlayerPopulation != null)
        {
            foreach (var eventDelegate in PlayerPopulation.GetInvocationList())
            {
                PlayerPopulation -= (eventDelegate as EventHandler);
            }
        }

        if (PostPlayer != null)
        {
            foreach (var eventDelegate in PostPlayer.GetInvocationList())
            {
                PostPlayer -= (eventDelegate as EventHandler);
            }
        }

        if (FinalizeObjectPools != null)
        {
            foreach (var eventDelegate in FinalizeObjectPools.GetInvocationList())
            {
                FinalizeObjectPools -= (eventDelegate as EventHandler);
            }
        }

        if (FinalStep != null)
        {
            foreach (var eventDelegate in FinalStep.GetInvocationList())
            {
                FinalStep -= (eventDelegate as EventHandler);
            }
        }
    }
Пример #11
0
    private void Start()
    {
        templates = GameObject.FindGameObjectWithTag("Templates").GetComponent <DungeonPrefabs>();
        stats     = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelGeneration>();
        door      = this.transform.GetChild(0).GetComponentInChildren <DoorWay>();

        //Invoke("Spawn", 0.1f);
    }
Пример #12
0
    // Use this for initialization
    void Start ()
    {
        InvokeRepeating("calculateScore", 0, 1);

        circleText.text = "Circle 1";

        level = GameObject.Find("levelObject").GetComponent<LevelGeneration>();
    }
Пример #13
0
    // Use this for initialization
    void Start()
    {
        LevelGeneration levelGenerator = new LevelGeneration(mapSize);

        map = levelGenerator.MakeMap();

        DrawLevel();
    }
Пример #14
0
    // Start is called before the first frame update
    void Start()
    {
        player                 = GameObject.FindGameObjectWithTag("Player");
        mainCamera             = GetComponentInChildren <Camera>();
        levelGenerationManager = GameObject.FindGameObjectWithTag("LevelGenManager").GetComponent <LevelGeneration>();

        InvokeRepeating("triggerTargetRay", 0.1f, 0.2f);
    }
    public void check_level_gen()
    {
        LevelGeneration level_gen = new LevelGeneration();

        if (level_gen.tile == null)
        {
            Debug.Log("tiles are saved as gameobject");
        }
    }
Пример #16
0
    // Start is called before the first frame update
    void Start()
    {
        SceneManager.sceneLoaded += OnSceneLoaded;
        rb            = GetComponent <Rigidbody2D>();
        source        = GetComponent <AudioSource>();
        faceIndicator = transform.GetChild(0).gameObject;
        indicators    = GetComponentsInChildren <SpriteRenderer>();
        for (int i = 2; i < indicators.Length - 3; i++) // - 3 because head/torso/bottom is a child too
        {
            indicators[i].enabled = false;
        }
        attackBoxes = GetComponentsInChildren <PolygonCollider2D>();
        for (int i = 0; i < attackBoxes.Length; i++)
        {
            attackBoxes[i].enabled = false;
        }
        hitboxes        = GetComponentsInChildren <Hitbox>();
        spriteRenderers = GetComponentsInChildren <SpriteRenderer>();
        xAxis           = 0;
        yAxis           = 0;
        movementVector  = new Vector2(0, 0);

        facing = 0;

        mercyInvuln      = false;
        mercyInvulnTimer = 0;
        dying            = false;

        maxhealth = health;

        m_HUD.UpdateText(1.0f * health, maxhealth);

        prevPoints            = 10;
        statPoints            = 10;
        statPointsNumber.text = statPoints.ToString();
        coins            = 0;
        coinsNumber.text = coins.ToString();
        stats            = new int[5];
        statsToAdd       = new int[5];
        for (int i = 0; i < pointsText.Length; i++)
        {
            stats[i]           = 5;
            pointsText[i].text = stats[i].ToString();
        }
        statsUI = GameObject.Find("InventoryCanvas").transform.Find(
            "Inventory").Find("Stat points");
        statsUI.Find("Control Buttons").gameObject.SetActive(false);
        updateStats();

        LevelGeneration levelGen = levelGenerator.GetComponent <LevelGeneration>();

        xPos     = levelGen.gridSizeX;
        yPos     = levelGen.gridSizeY;
        rooms    = levelGen.getRooms();
        auraType = 0;
    }
Пример #17
0
    void Start()
    {
        lootableContainers = new List <LootableContainer>();
        levelGeneration    = GameObject.Find("LevelGeneration").GetComponent <LevelGeneration>();
        districtRooms      = levelGeneration.BuildRooms();

        // TESTING REMOVE ME LATER
        Initialize(10, 9, 8, 7, 6, districtRooms);
        //
    }
Пример #18
0
    private void Start()
    {
        if (!levelGen)
        {
            levelGen = FindObjectOfType <LevelGeneration>();
        }

        //Not technically a level compomplete, but will play first cutscene and gen the first level.
        GameManager.Instance.LevelComplete();
    }
Пример #19
0
 void Awake()
 {
     Init();
     EventAggregator.Fall.Subscribe(OnFallEvent);
     EventAggregator.Match.Subscribe(OnMatchEvent);
     TilesResources.OpenTileFiles();
     Tiles = LevelGeneration.GenerateLevel(LvlIndex);
     lenX  = Tiles.GetLength(0);
     lenY  = Tiles.GetLength(1);
 }
Пример #20
0
    private void Start()
    {
        gameController = GameObject.FindWithTag("GameController").GetComponent <GameController>();

        levelGenerator = GameObject.Find("LevelGenerator").GetComponent <LevelGeneration>();

        objectScrolling = GetComponentInParent <ObjectScrolling>();

        player = GameObject.FindGameObjectWithTag("Player");
    }
Пример #21
0
 void Start()
 {
     Time.timeScale = 1;
     levelGen       = GetComponent <LevelGeneration>();
     gUI            = GetComponent <UI>();
     minMaxX        = levelGen.minMaxX;
     minMaxY        = levelGen.minMaxY;
     setSpawnPoints();
     spawnEnemies(numberOfEnemies);
 }
Пример #22
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 // Initialization
 void Start()
 {
     scoreText.text = score.ToString();
     finalText.text = "";
     retryBtn.gameObject.SetActive(false);
     mainMenuBtn.gameObject.SetActive(false);
     levelgen = new LevelGeneration(spawnLevel, enemies);
     NewLevel(level);
     levelText.text = "Niveau: " + level;
 }
Пример #23
0
 public void Begin()
 {
     gen = Camera.main.GetComponent<LevelGeneration>();
     foreach (Transform child in transform)
         Destroy(child.gameObject);
     if (plain) return;
     // This is the logic for creating each platform and furnishing it with items
     if (Random.value < 0.7f)
     {
         // This is the scenery half. We might add something to this platform that is purely visual
         if (Random.value <= 0.5f)
         {
             GameObject carrotObject = Platform.carrotPool.Place(transform.position + new Vector3(0, 0.5f, 0));
             gen.carrots.Add(carrotObject);
         }
     }
     else
     {
         // This is the item half - we may add items on this platform
         float genVal = Random.value;
         if (genVal >= 0 && genVal < CHANCE_COINS)
         {
             // coins
             GameObject coinObject = Platform.coinPool.Place(transform.position);
             gen.coins.Add(coinObject);
             //coinObject.transform.parent = transform;
             //coin.SetActive(true);
         }
         else if (genVal >= CHANCE_COINS && genVal < CHANCE_COINS + CHANCE_PICKUP)
         {
             // pickup
             GameObject powerupObject = Platform.powerupPool.Place(transform.position);
             gen.powerups.Add(powerupObject);
             //pickupObject.transform.parent = transform;
         }
         else if (genVal >= CHANCE_COINS + CHANCE_PICKUP && genVal < CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING)
         {
             // spring
             GameObject springObject = Platform.springPool.Place(transform.position);
             gen.springs.Add(springObject);
             //springObject.transform.parent = transform;
         }
         else if (genVal >= CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING && genVal < CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING + CHANCE_ENEMY)
         {
             // enemy
         }
         else if (genVal >= CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING + CHANCE_ENEMY && genVal < CHANCE_COINS + CHANCE_PICKUP + CHANCE_SPRING + CHANCE_ENEMY + CHANCE_SPIKES)
         {
             // spikes
             GameObject spikesObject = Platform.spikesPool.Place(transform.position);
             gen.spikes.Add(spikesObject);
             //spikesObject.transform.parent = transform;
         }
     }
 }
Пример #24
0
        private static void GenerateObstacles()
        {
            List <Obstacle> obsList = LevelGeneration.GenerateVoronoiCells(battlefieldSize * 0.5f - new Vector2(2, 2), -battlefieldSize * 0.5f + new Vector2(2, 2), (int)Math.Floor(battlefieldSize.X * 0.1f), 4, 1); //LevelGeneration.GenerateGrid(battlefieldSize * 0.5f - new Vector2(2,2), -battlefieldSize * 0.5f + new Vector2(2,2), (int)Math.Floor(battlefieldSize.X) / 6, 4, 0.75f);

            LevelGeneration.DestroyCellsOnTanks(ref obsList);

            //obsList[0].DestroyImmediate();
            // obsList.RemoveAt(0);

            //  obsList.CullRandom(0.35f);
        }
Пример #25
0
 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(this.gameObject);
     }
     else
     {
         _instance = this;
     }
 }
Пример #26
0
 //Singleton
 private void Awake()
 {
     if (LevelGeneration.ins == null)
     {
         LevelGeneration.ins = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
Пример #27
0
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        Debug.Log("working");
        levelGenerator = GameObject.Find("Level Generator");
        m_gameManager  = GameObject.Find("Game Manager").GetComponent <GameManager>();
        LevelGeneration levelGen = levelGenerator.GetComponent <LevelGeneration>();

        xPos     = levelGen.gridSizeX;
        yPos     = levelGen.gridSizeY;
        rooms    = levelGen.getRooms();
        auraType = 0;
    }
Пример #28
0
    private void Start()
    {
        notificationGlobalController = FindObjectOfType <NotificationGlobalController>();
        if (!notificationGlobalController)
        {
            Debug.LogError("Could not find notification controller");
        }

        levelGeneration = FindObjectOfType <LevelGeneration>();
        levelGeneration.OnDoneLevelGeneration += OnDoneLevel;
        timeTillExplosionCounter = Random.Range(minTimeTillExplosion, maxTimeTillExplosion);
    }
Пример #29
0
    // Start is called before the first frame update
    void Start()
    {
        for (int i = 0; i < 3; i++)
        {
            int e = i + 1;

            string thisAdjective = adjective[(Random.Range(0, 5))];
            string thisNoun      = noun[(Random.Range(0, 5))];
            string thisLevelName = ($"{thisAdjective} {thisNoun}");
            levelChoice[i] = new LevelGeneration(thisLevelName, e, e);
            text[i]        = $"{thisLevelName} \n \n \n \n Difficulty: {e} \n \nLoot: {e}";
        }
    }
Пример #30
0
    //public float[,] posinionX;
    //public float[,] posinionY;
    //public float[,] posinionZ;

    public DataGround()
    {
        LevelGeneration level = PlayerManager.instance.levelGeneration;

        mapSize   = level.mapSize;
        Elevation = new float[mapSize, mapSize];
        for (int i = 0; i < mapSize; i++)
        {
            for (int j = 0; j < mapSize; j++)
            {
                Elevation[i, j] = level.Tiles[i, j].Elevation;
            }
        }
    }
Пример #31
0
    private void Awake()
    {
        gameData          = GameObject.Find("DataController").GetComponent <GameData>();
        levelGeneration   = GameObject.Find("LevelGenerator").GetComponent <LevelGeneration>();
        dazzaController   = GameObject.FindWithTag("Player").GetComponent <DazzaController>();
        upgradeController = GetComponent <UpgradeController>();

        soundEffectSource = transform.GetChild(0).GetComponent <AudioSource>();
        musicSource       = transform.GetChild(1).GetComponent <AudioSource>();

        gameData.ApplySelectedSkinFromPlayerPrefs();

        dazzaController.GetComponent <SkinController>().SetSkin(gameData.selectedSkin);
    }
Пример #32
0
    void Start()
    {
        levelGeneration = transform.parent.GetComponent <LevelGeneration>();

        dazzaY = GameObject.FindWithTag("Player").GetComponent <Transform>().position.y;

        objectDeleter = GameObject.Find("ObjectDeleter");

        speed = (levelGeneration.GetScrollSpeed() * Time.deltaTime);

        myAnimator = GetComponent <Animator>();

        Destroy(gameObject, 10);
    }
Пример #33
0
    // Start is called before the first frame update
    void Awake()
    {
        if (SceneManager.GetActiveScene().name == levelName)
        {
            levelGen = GameObject.FindGameObjectWithTag("LevelGenManager").GetComponent <LevelGeneration>();

            if (levelGen != null)
            {
                levelGen.maximumRooms = numberOfRooms;
            }

            numberOfRooms += 5;
        }
    }
Пример #34
0
 public override void OnAttach(MainCharacter mainCharacter)
 {
     _levelGen = mainCharacter.GameController.LevelGeneration;
     _closestDogLoc = new Vector3(1000.0f, 1000.0f, 1000.0f);
     ExclamationSprite.SetActive(true);
 }