// Use this for initialization void Start() { // THE MASTER ///////////////////// // designed as a easy user input for designer master = FindObjectOfType <MASTER> (); Observer = FindObjectOfType <OBSERVER> (); //////////////////////////////////// worldSizeX = master.worldSizeX; worldSizeZ = master.worldSizeZ; worldSizeY = master.worldSizeY; gameManager = FindObjectOfType <GameManager> (); GridLocToWorldLocLookup = new Hashtable(); GridLocToGridObjLookup = new Hashtable(); pathfindingCubeList = new Hashtable(); // SPAWN // spawn = Instantiate(spawnPrefab, transform, false); //////////////// }
//private GUIController guiController; //private TestPlayerScript testPlayerScript; //public bool layMaps; //public bool activateGrid; //public bool deactivateGrid; //public List<GameObject[,]> WorldGrid_CubeRef_LayersList; //public bool GAMESTART = false; // Use this for initialization void Start() { // THE MASTER ///////////////////// // designed as a easy user input for designer master = FindObjectOfType <MASTER> (); observer = FindObjectOfType <OBSERVER> (); //////////////////////////////////// worldSizeX = master.worldSizeX; worldSizeZ = master.worldSizeZ; worldSizeY = master.worldSizeY; totalCubesInX = worldSizeX * numCubesInX; totalCubesInZ = worldSizeZ * numCubesInZ; totalCubesInY = worldSizeY * numCubesInY; gridManager = FindObjectOfType <GridManager> (); //mapManager = FindObjectOfType<MapManager> (); cubeManager = FindObjectOfType <CubeManager> (); //guiController = FindObjectOfType<GUIController> (); //testPlayerScript = FindObjectOfType<TestPlayerScript> (); //WorldGrid_CubeRef_LayersList = new List<GameObject[,]>(); //////////////////////////// // if (activateGrid) { // layMaps = false; // activateGrid = true; // GAMEMASTER_GridStart (); // } else if (layMaps) { // layMaps = true; // activateGrid = false; // GAMEMASTER_MapStart (); // } GAMEMASTER_GridStart(); }
// Use this for initialization void Start() { rend = transform.GetComponentInChildren <Renderer> (); sensor = transform.Find("Sensor").gameObject; playerStats = new Dictionary <string, int> { { "M", 4 }, { "WS", 4 }, { "BS", 4 }, { "S", 4 }, { "T", 4 }, { "W", 4 }, { "I", 4 }, { "A", 4 }, { "LD", 4 }, { "C", 1 }, { "F", 0 } }; //transform.position = Vector3.zero; //transform.position = currentStandingCube.transform.position; Observer = FindObjectOfType <OBSERVER> (); // gameManagerScript = FindObjectOfType<GameManager> (); // mapManagerScript = FindObjectOfType<MapManager> (); gridManager = FindObjectOfType <GridManager> (); // cameraManagerScript = FindObjectOfType<CameraManager> (); // pathFindingScript = FindObjectOfType<PathFinding> (); //mapsPlacedRef = new List<GameObject> (); //pathfindingCubeList = new List<GameObject> (); SetManagerCameras(); leftArmAnimator = leftArmJoint.transform.GetComponent <Animator>(); rightArmAnimator = RightArmJoint.transform.GetComponent <Animator>(); leftLegAnimator = leftLegJoint.transform.GetComponent <Animator>(); rightLegAnimator = RightLegJoint.transform.GetComponent <Animator>(); Quaternion target = Quaternion.Euler(0, 0, playerRotation); this.transform.rotation = target; //Invoke ("ForcePlayerMoveAtStart", 1.0f); }
// Use this for initialization void Start() { Observer = FindObjectOfType <OBSERVER> (); playerScript = FindObjectOfType <TestPlayerScript> (); panelPieces[0] = panelGround; panelPieces[1] = panelLeft; panelPieces[2] = panelFront; panelPieces[3] = panelRight; panelPieces[4] = panelBack; panelPieces[5] = panelCeiling; // Angles // panelPieces[6] = panelGroundLeft; // panelPieces[7] = panelGroundFront; // panelPieces[8] = panelGroundRight; // panelPieces[9] = panelGroundBack; // panelPieces[10] = panelCeilingLeft; // panelPieces[11] = panelCeilingFront; // panelPieces[12] = panelCeilingRight; // panelPieces[13] = panelCeilingBack; // // if (transform.Find ("CubeSelect")) { // cubeSelectTrans = transform.Find ("CubeSelect").gameObject; // } // this will need to change for the alien to walk up walls // and if marine is to climb up walls (ladders) // if (transform.Find ("Ground")) { // if (transform.Find ("Ground").gameObject.activeSelf) { // cubeWalkable = true; // } else { // cubeWalkable = false; // } // } //////////////////////////////////////////////// }
// Use this for initialization void Start() { // THE MASTER ///////////////////// // designed as a easy user input for designer master = FindObjectOfType <MASTER> (); Observer = FindObjectOfType <OBSERVER> (); //////////////////////////////////// worldSizeX = master.worldSizeX; worldSizeZ = master.worldSizeZ; worldSizeY = master.worldSizeY; gameManager = FindObjectOfType <GameManager> (); gridManager = FindObjectOfType <GridManager> (); GridLocToCubeObjLookup = new Hashtable(); // case 0: Empty // case 1: Floor // case 2: Left // case 3: Front // case 4: Right // case 5: Back // case 6: Ceiling // case 7: Floor Left Back // case 8: Floor Left // case 9: Floor Left Front // case 10: Floor front // case 11: Floor Front Right // case 12: Floor Right // case 13: Floor Right Back // case 14: Floor Back // case 15: Left Back // case 16: Left Front // case 17: Front Right // case 18: Right Back // LOOK AT THESE AS UNDERNEATH MAPS // First Floor floors.Add(new int[, ] { // { 07, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 13}, // { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 12, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 12, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 12, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 12, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12}, // { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12}, // { 09, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11} { 07, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 13 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 08, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 12 }, { 09, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11 } }); // second Floor floors.Add(new int[, ] { // { 15, 05, 05, 05, 05, 05, 05, 05, 05, 05, 05, 18}, // { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 04, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 04, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 04, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 04, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04}, // { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04}, // { 16, 03, 03, 03, 03, 03, 03, 03, 03, 03, 03, 17}, { 15, 05, 05, 05, 05, 05, 05, 05, 05, 05, 05, 18 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 16, 03, 03, 03, 03, 03, 03, 03, 03, 03, 03, 17 }, }); // third Floor floors.Add(new int[, ] { { 15, 05, 05, 05, 05, 05, 05, 05, 05, 05, 05, 18 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 04 }, { 16, 03, 03, 03, 03, 03, 03, 03, 03, 03, 03, 17 }, }); }