public void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; //skip where there is no room } Vector2 drawPos = room.gridPos; drawPos.x *= 16 * 16; //aspect ratio of map sprite drawPos.y *= 8 * 16; //create map obj and assign its variables MapSpriteSelector mapper = GameObject.Instantiate(roomWhiteObj, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); mapper.transform.localScale *= 16; mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; mapper.gameObject.transform.parent = mapRoot.GetChild(1); } mapRoot.GetComponent <MinimapController>().RefreshMiniMapSpriteList(); }
private void DrawMap(IntPtr bufferMaze) { for (int i = 0; i < WORLD_SIZE.x * 2; i++) { for (int j = 0; j < WORLD_SIZE.y * 2; j++) { var room = PGApi.PGApi.GetValueMazeWorm(bufferMaze, i, j); if (room == NO_DOORS) { continue; //skip where there is no room } Vector2 drawPos = new Vector2(i, j) - WORLD_SIZE; drawPos.x *= 16;//aspect ratio of map sprite drawPos.y *= 8; //create map obj and assign its variables GameObject cell = Instantiate(roomWhiteObj, drawPos, Quaternion.identity); cell.transform.SetParent(m_Level.transform); MapSpriteSelector mapper = cell.GetComponent <MapSpriteSelector>(); mapper.type = drawPos == Vector2Int.zero ? 1 : 0; mapper.up = ((room & DOOR_TOP) == DOOR_TOP); mapper.down = ((room & DOOR_BOTTOM) == DOOR_BOTTOM); mapper.left = ((room & DOOR_LEFT) == DOOR_LEFT); mapper.right = ((room & DOOR_RIGHT) == DOOR_RIGHT); } } }
void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; //skip where there is no room } Vector2 drawPos = room.gridPos; drawPos.x *= 16; //aspect ratio of map sprite drawPos.y *= 8; drawPos += new Vector2(-50.0f, 0); //create map obj and assign its variables GameObject guter = Object.Instantiate(roomWhiteObj, drawPos / 2, Quaternion.identity); guter.transform.parent = mapRoot; MapSpriteSelector mapper = guter.GetComponent <MapSpriteSelector>(); mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; mapper.gameObject.transform.parent = mapRoot; } }
void DrawMap() { foreach (Room room in rooms) { //skip where there is no room if (room == null) { continue; } Vector2 drawPos = room.gridPos; drawPos.x *= 16; drawPos.y *= 8; MapSpriteSelector mapper = Instantiate(mapSpritePrefab, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); mapper.transform.parent = transform; mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; roomsList.Add(mapper.gameObject); } }
public void DrawMap() { roomInstances = new GameObject[rooms.Length][]; for (int i = 0; i < rooms.Length; i++) { roomInstances[i] = new GameObject[rooms[i].Length]; for (int j = 0; j < rooms[i].Length; j++) { if (rooms[i][j] == null) { continue; //skip where there is no room } Vector2 drawPos = rooms[i][j].GridPos; drawPos.x *= 0.8f;//aspect ratio of map sprite drawPos.y *= 0.4f; drawPos.x += 5.75f + gameObject.transform.position.x; drawPos.y += 3.3f + gameObject.transform.position.y; //create map obj and assign its variables var roomInstance = Instantiate(RoomPrfab, drawPos, Quaternion.identity); MapSpriteSelector mapper = roomInstance.GetComponent <MapSpriteSelector>(); mapper.transform.parent = gameObject.transform; mapper.type = rooms[i][j].Type; mapper.up = rooms[i][j].DoorTop; mapper.down = rooms[i][j].DoorBot; mapper.right = rooms[i][j].DoorRight; mapper.left = rooms[i][j].DoorLeft; roomInstances[i][j] = roomInstance; } } }
void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; } Vector2 drawPos = room.gridPos; float offestX = 17 * offest; float offestY = 9 * offest; drawPos.x = drawPos.x * 16 + offestX; drawPos.y = drawPos.y * 8 + offestY; MapSpriteSelector mapper = Object.Instantiate(roomWhiteObj, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; mapper.gameObject.transform.parent = mapRoot; if (mapper.type == 1) { GameObject go = Instantiate(playerMapPosition, drawPos, Quaternion.identity); go.transform.parent = mapRoot; } } }
void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; // Skip where there is no room } Vector3 drawPos = room.gridPos; drawPos.x *= 16; // Aspect ratio of map sprite drawPos.y *= 10; //drawPos.z = -1; // Create map obj and assign its variables MapSpriteSelector mapper = Object.Instantiate(roomWhiteObj, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); if (room.gridPos == bossPos) { room.type = 2; } mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; mapper.gameObject.transform.parent = mapRoot; } }
public void DrawMap() { foreach (Chamber chamber in chambers) { if (chamber == null) { continue; } Vector2 drawPosition = chamber.gridPosition; drawPosition.x *= 16; drawPosition.y *= 8; MapSpriteSelector mapper = Object.Instantiate(GenerationRoomObject, drawPosition, Quaternion.identity).GetComponent <MapSpriteSelector>(); Debug.Log("new obj" + chamber); //set equal to other script mapper.type = chamber.type; mapper.up = chamber.doorTop; mapper.down = chamber.doorBot; mapper.right = chamber.doorRight; mapper.left = chamber.doorLeft; } }
void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; //skip where there is no room } Vector2 drawPos = room.gridPos; drawPos.x *= xMapAspectRatio;//aspect ratio of map sprite drawPos.y *= yMapAspectRatio; //create map obj and assign its variables //MapSpriteSelector mapper = Object.Instantiate(roomWhiteObj, drawPos, Quaternion.identity).GetComponent<MapSpriteSelector>(); MapSpriteSelector mapper = roomWhiteObj.GetComponent <MapSpriteSelector>(); mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; //mapper.gameObject.transform.parent = mapRoot; Sprite mapSprite = mapper.ReturnPickedSprite(); LocateRoomsAndInstatiateRoomGameObjects(room, drawPos, mapSprite); } }
public void Setup(Texture2D _tex, Vector2 _gridPos, int _type, bool _doorTop, bool _doorBot, bool _doorLeft, bool _doorRight, bool _floorHasBoss, MapSpriteSelector _minimapSprite) { tex = _tex; gridPos = _gridPos; type = _type; doorTop = _doorTop; doorBot = _doorBot; doorLeft = _doorLeft; doorRight = _doorRight; floorHasBoss = _floorHasBoss; minimapSprite = _minimapSprite; minimapCam = FindObjectOfType <MiniMapCamera>(); enemiesInThisRoom = 0; MakeDoors(); GenerateRoomTiles(); }
private void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; } Vector2 drawPos = room.gridPos; drawPos.x *= 12; drawPos.y *= 12; MapSpriteSelector mapper = Object.Instantiate(minimapGo, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); mapper.type = room.type; mapper.typeId = room.typeId; mapper.gameObject.transform.parent = mapRoot; } }
void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; } Vector2 drawPos = room.gridPos; drawPos.x *= 16; drawPos.y *= 8; MapSpriteSelector mapper = Object.Instantiate(roomWhiteObj, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; } }
void DrawMap() { foreach (Room room in rooms) { if (room == null) { continue; //skip where there is no room } Vector2 drawPos = room.gridPos; drawPos.x *= 16; //aspect ratio of map sprite drawPos.y *= 8; //맵 객체를 만들고 해당 변수를 할당합니다. MapSpriteSelector mapper = Object.Instantiate(roomWhiteObj, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; mapper.gameObject.transform.parent = mapRoot; } }
public void Setup(Vector2 _gridPos, Vector2 _roomPos, RoomType _type, bool _doorTop, bool _doorRight, bool _doorBot, bool _doorLeft, int _numberOfNeighbours, Sprite _roomIconForMap) { gridPos = _gridPos; roomPos = _roomPos; type = _type; doorTop = _doorTop; doorBot = _doorBot; doorLeft = _doorLeft; doorRight = _doorRight; numberOfNeighbours = _numberOfNeighbours; roomIconForMap = _roomIconForMap; defaultRoomColor = MapSpriteSelector.PickColor(type); activeRoomColor = MapSpriteSelector.PickColor(RoomType.Active); mortalEnemiesInRoom = GetComponentsInChildren <Enemy>(); CMCamera = GetComponentInChildren <CinemachineVirtualCamera>(); if (type == RoomType.BaseRoom) { CMCamera.Priority = 15; isActive = true; } MakeDoors(); }
public void InstantiateMapSprite(Transform parent) { objectWithMapSprite = new GameObject(); objectWithMapSprite.name = "Map Piece"; SpriteRenderer renderer = objectWithMapSprite.AddComponent <SpriteRenderer>(); renderer.sprite = roomIconForMap; renderer.color = MapSpriteSelector.PickColor(type); Vector2 drawPos = gridPos; drawPos.x *= 16;//aspect ratio of map sprite HAS TO BE THE SAME LIKE IN LEVEL GENERATION IN DRAWMAP drawPos.y *= 8; drawPos += new Vector2(-500, 500); objectWithMapSprite.transform.position = drawPos; if (parent != null) { objectWithMapSprite.transform.parent = parent; } // Instantiate(objectWithMapSprite, drawPos, Quaternion.identity); }
void DrawMap() { //Loop through each room inside of the rooms array foreach (Room room in rooms) { if (room == null) { continue; //skip where there is no room } //Grab each rooms position and multiply it by the size of the sprite Vector2 drawPos = room.gridPos; drawPos.x *= 16;//aspect ratio of map sprite drawPos.y *= 8; //We instantiate the object and assign the right data to the respective variables MapSpriteSelector mapper = Object.Instantiate(mapSpriteSelector, drawPos, Quaternion.identity).GetComponent <MapSpriteSelector>(); mapper.type = room.type; mapper.up = room.doorTop; mapper.down = room.doorBot; mapper.right = room.doorRight; mapper.left = room.doorLeft; mapper.gameObject.transform.parent = mapRoot; //Making all the object a child of the MapRoot object, so that the hierarchy is cleaner } }