/*TODO: * * Slection currently hard coded for only player units, needs to work for enemy too * * * * * */ //Class Constructor public virtual void Init(Generator mainmap, Overlord overlor, Vector2 loc) { //set cross variables mainMap = mainmap; overlord = overlor; stdMath = mainmap.stdMath; Random.InitState(stdMath.seed); //Initialize Character Controller anim = this.gameObject.GetComponent <Animator> (); //con = this.gameObject.AddComponent<CharacterController> (); //con.slopeLimit = 90; //con.center = new Vector3 (0, 1, 0); //set sight plane size tileLocation = loc; //set default layers defaultLayer = overlord.defualtLayer; defaultLayerOutline = overlord.defualtLayerOutline; //set friendly/enemy status baseStats.overlord = overlor; baseStats.isEnemy = !overlor.activePlayer; }
//Class constructor public override void Init(STDMath math, Overlord over, Generator gen) { //set base controls base.Init(math, over, gen); //initialize input classes // mouse = this.gameObject.AddComponent<MouseInput>(); // keys = this.gameObject.AddComponent<KeyboardInput>(); // mouse.con = keys.con = this; }
//Initialize Defense Script public void InitDefense( STDMath std, Generator gen, Antiplayer anti ) { //initialzie external classes map = gen; antiplayer = anti; stdMath = std; Random.InitState(stdMath.seed); }
/* Upgrades left: * * Ranger: 2,3 * * */ //Initializer public override void Init(Unit u, Overlord o, STDMath m) { base.Init(u, o, m); //set unit upgrade actions for (int i = 0; i < numUnitUpgrades; ++i) { SetUnitUpgradeAction(i, GetUnitAction(i, true), GetUnitAction(i, false)); } }
//Universal Initialization public virtual void Init(STDMath math, Overlord over, Generator gen) { //Reference cross class stdMath = math; overlord = over; map = gen; cam = Camera.main; //initalize classes select = this.gameObject.AddComponent <Selector>(); select.Init(this); }
//initialize Player public void InitPlayer(STDMath math, Generator gen, Assets asset) { //basic settings this.gameObject.name = "Player"; //set starting tile //SetStart(); //Add initial unit //CreateUnit(0,startingLocation); }
//Initialize public void Init(bool active, STDMath math, Overlord over, Generator mp) { //Set ecternal variables stdMath = math; overlord = over; map = mp; activePlayer = active; //set empty action lists hireActions = new UnityAction[5]; controlActions = new UnityAction[5]; specialActions = new UnityAction[5]; }
//Base initializer public virtual void Init(Unit u, Overlord o, STDMath m) { //Set cross class stdMath = m; overlord = o; unit = u; //Set array sizes unitUpgrades = new UnitUpgrade[numUnitUpgrades]; classUpgrades = new ClassUpgrade[numClassUpgrades]; //Create inital upgrades InitUnitUpgrade(); }
//Initilize public void Initialize( STDMath math, Generator gen, Assets asset, SelectionScript selec, bool active, bool defense, bool ai ) { //assign external variables map = gen; assetHolder = asset; selector = selec; stdMath = math; Random.InitState(stdMath.seed); guiCon = GameObject.Find("UI").GetComponent <GUIDriver> (); //Sets living or AI player, and defense or offense activePlayer = active; isAI = ai; onDefense = defense; //Create overlord upgrades upgrades = this.gameObject.AddComponent <OverlordUpgrade>(); upgrades.Init(active, math, this, gen); //initialzies per playertype if (active) { quickKeys = selec.gameObject.GetComponent <QuickKeys>(); quickKeys.overlord = this; //Initialize Gui guiCon.InitGUI(this); controls = gen.GetControls(); controls.Init(math, this, gen); //set default unit layer defualtLayer = 11; defualtLayerOutline = 29; } //set GameTime starting gameTime = Time.time; }
public void InitTile(STDMath stdmath, Generator gen, int tiletype, int prime, int tilewidth, int sq, Vector2 maploc, float[,] noisemap, Vector2 noisestart, bool useAssets, int numassets, GameObject[] assets, Material mat ) { //initialize variables stdMath = stdmath; tileType = tiletype; primeType = prime; tileWidth = tilewidth; sqrt = sq; MapLoc = maploc; TileLoc = this.gameObject.transform.position; noise = noisemap; noiseStart = noisestart; numAssets = numassets; tileAssets = assets; //Initialize mesh variables mr = this.gameObject.GetComponent <MeshRenderer>(); mf = this.gameObject.GetComponent <MeshFilter> (); mr.material = mat; //modeify terrain SetTerrain(); //set assets if (useAssets) { SetAssets(); } //Create Box Collider CreateCollider(); }
/* =================================================================================================================================== * * Core Functions * Functions used to initialize and get updates *=================================================================================================================================== */ // Use this for initialization public void InitMovement( Generator mainmap, UnitAssets ass, float speed, float[] costs, Vector2 loc, CharacterController mainController ) { //initialize external classes assets = ass; mainMap = mainmap; tileMap = mainMap.GetMap(); stdMath = mainMap.stdMath; currTile = mainMap.GetTile(loc).GetComponent <Tile> (); mainCon = mainController; Random.InitState(stdMath.seed); //Initialize base stats baseSpeed = speed; moveCosts = costs; //Initialize private curPos = this.gameObject.transform.position; mapLoc = loc; //Initialize Formation // unitFormation = this.gameObject.AddComponent<UnitFormation>(); // unitFormation.Init(stdMath); //initilaize path renderer pathRenderer = new GameObject().AddComponent <LineRenderer>(); pathRenderer.gameObject.name = "Path Renderer"; pathRenderer.gameObject.transform.parent = this.gameObject.transform; pathRenderer.gameObject.layer = 28; pathRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; pathRenderer.receiveShadows = false; pathRenderer.useWorldSpace = true; pathRenderer.SetPosition(0, this.gameObject.transform.position); }
private int mask = 0; //System.Convert.ToInt32("01101000000",2); //initialize void Start() { //initlize seleciton //selection = this.gameObject.AddComponent (typeof(SelectionScript)) as SelectionScript; //create selection mask int[] masks = { 10, 11, 12, 13 }; //combine masks for (int i = 0; i < masks.Length; ++i) { int m = 1 << masks [i]; mask = mask | m; } //selection.InitSelection (mask, cam); //set stdMath stdMath = cam.transform.parent.parent.GetComponent <STDMath>() as STDMath; //Set up custom cursor //Cursor.visible = false; }
//Initialize public void Init(STDMath std) { //Set Cross class stdMath = std; Debug.Log(this); maxUnits = assets.unitInfo.Length; //set number of formation postions formationPositions = new Vector3[maxUnits]; //initialize formation vectors formationVectors = new Vector3[5, 5]; for (int y = 0; y < 5; ++y) { for (int x = 0; x < 5; ++x) { //create new vector with 0 center and +/- 2 deviance Vector3 v = new Vector3((2 * (x - 2)), 0, (2 * (y - 2))); formationVectors[y, x] = v; } } //set default formation }
//Initialize public void Init(STDMath std, Generator gen, Unit u) { stdMath = std; map = gen; unit = u; }