void Start() { moveCamera = FindObjectOfType <MoveCamera>(); player = FindObjectOfType <PlayerController>(); betweenBattle = FindObjectOfType <BetweenBattle>(); showMap = FindObjectOfType <ShowMap>(); rooms = player.rooms; }
// Start is called before the first frame update void Start() { //Adds a listener to the main slider and invokes a method when the value changes. slider = gameObject.GetComponent <Slider>(); slider.onValueChanged.AddListener(delegate { ValueChangeCheck(); }); label = GameObject.Find("TxtTimeLine").GetComponent <Text>(); other = GameObject.Find("Mapbox").GetComponent <ShowMap>(); }
public void InitializeRuntime() { showMaps = new ShowMap[] { new ShowMap(), new ShowMap(), new ShowMap(), new ShowMap() }; instances = new UIBaseMap[] { UIMainMap.instance.baseMapParameters, UIMiniMap.instance.baseMapParameters, UICompass.instance.baseMapParameters, UIScreenMap.instance.baseMapParameters }; iconNames = new string[] { mainMapIconName, miniMapIconName, compassIconName, screenMapIconName }; }
void Start() { showMap = FindObjectOfType <ShowMap>(); Generate(); showMap.GenerateMap(); }
void Start() { player = FindObjectOfType <PlayerController>(); showMap = FindObjectOfType <ShowMap>(); gameSession = GameSession.Instance; }
void Awake() { S = this; SSF = (float) ss; float texScale = 1.0f / SSF; TEX_SCALE = Vector2.one * texScale; SPRITE_SHEET_W = mapSprites.width / ss; }
// draw map from a timer every interval private void DrawMapWhenReady_Tick(object sender, EventArgs e) { // create the tiles map int width = 100; int height = 100; float[,] tilesmap = new float[width, height]; // create random map System.Random _rand = new Random(); for (int i = 0; i < width; ++i) { for (int j = 0; j < height; ++j) { tilesmap[i, j] = (float)_rand.NextDouble(); } } // create a grid PathFind.Grid grid = new PathFind.Grid(tilesmap); // create source and target points PathFind.Point _from = new PathFind.Point(1, 1); PathFind.Point _to = new PathFind.Point(90, 90); // get path // path will either be a list of Points (x, y), or an empty list if no path is found. List <PathFind.Point> path1 = PathFind.Pathfinding.FindPath(grid, _from, _to); // for Manhattan distance List <PathFind.Point> path2 = PathFind.Pathfinding.FindPath(grid, _from, _to, Pathfinding.DistanceType.Manhattan); // get graphics context Graphics g = ShowMap.CreateGraphics(); // draw map background var tileSize = 4; for (int i = 0; i < width; ++i) { for (int j = 0; j < height; ++j) { var colVal = (int)(tilesmap[i, j] * 255); Brush aBrush = new SolidBrush(Color.FromArgb(colVal, colVal, colVal)); g.FillRectangle(aBrush, i * tileSize, j * tileSize, tileSize, tileSize); } } // draw paths Brush p1Brush = new SolidBrush(Color.Red); foreach (var n in path1) { g.FillRectangle(p1Brush, n.x * tileSize, n.y * tileSize, tileSize, tileSize); } Brush p2Brush = new SolidBrush(Color.Blue); foreach (var n in path2) { g.FillRectangle(p2Brush, n.x * tileSize, n.y * tileSize, tileSize, tileSize); } // set interval until next calculation DrawMapWhenReady.Interval = 500; }
// Start is called before the first frame update void Start() { other = GameObject.Find("Mapbox").GetComponent <ShowMap>(); bars_script = GameObject.Find("Mapbox").GetComponent <BarsVis>(); }
void Start() { //float minW = GameObject.Find("Map").GetComponent<points_Scene1>().minW;//points //float maxW = GameObject.Find("Map").GetComponent<points_Scene1>().maxW;//points float minW = GameObject.Find("Mapbox").GetComponent <ShowMap>().minW; //points float maxW = GameObject.Find("Mapbox").GetComponent <ShowMap>().maxW; //points // Build 0012 sm = GameObject.Find("Mapbox").GetComponent <ShowMap>(); // if (Neighbors.Count != 0) { for (int i = 0; i < Neighbors.Count; i++) { Color Nclr; Vector3 offset = new Vector3(0, 0, 0); int flag = 0; if (!currentNode.visited.Contains(Neighbors[i].name)) { if (dist <= Neighbors[i].LeastCost) { offset = new Vector3(0, 0, 0.5f); flag = 1; } else { if (!Neighbors[i].NeighborNames.Contains(gameObject.name)) { offset = new Vector3(0, 0, 0.5f); flag = 1; } else { offset = new Vector3(0, 0, -0.5f); flag = 2; } } } else { offset = new Vector3(0, 0, -0.5f); flag = 2; } // Build 0022, node merge by image mapping if (sm.dropdown_graphop.value >= 4) { offset = new Vector3(0, 0, 0); } float sWidth = 1 - (dist - minW) / (maxW - minW); float eWidth = 1 - (Neighbors[i].LeastCost - minW) / (maxW - minW); // Build 0034, bug fixed for line (C, B), can not have correct offset value if (dist == Neighbors[i].LeastCost) { Neighbors[i].visited.Add(currentNode.name); eWidth = sWidth; } Nclr = nColor; newline = Instantiate(line); l = newline.GetComponent <LineRenderer>(); newline.transform.parent = GameObject.Find("Edges").transform; Graph.LinesNum = Graph.LinesNum + 1; newline.transform.name = "Line" + Graph.LinesNum.ToString() + "(" + currentNode.name + "," + Neighbors[i].name + ")"; List <Vector3> pos = new List <Vector3>(); pos.Add(currentNode.vec + offset); // Build 0021, transform.position pos.Add(Neighbors[i].vec + offset); // Build 0013, alesund graph if (sm.dropdown_graphop.value < 6) { l.startWidth = sWidth; l.endWidth = eWidth; if (flag == 2) { if (nColor != Neighbors[i].clr) { l.startWidth = eWidth; l.endWidth = sWidth; } } l.startColor = Nclr; l.endColor = Nclr; } else { l.startWidth = 0.1f; l.endWidth = 0.1f; l.startColor = Color.red; l.endColor = Color.red; } // l.SetPositions(pos.ToArray()); //Build 0012, more nodes for edges, search LinesNum if (sm.dropdown_graphop.value >= 3) { foreach (AuxLine x in sm.AuxLines.FindAll(element => element.LineName == (currentNode.index + "_" + Neighbors[i].index))) { var posv = new Vector3[x.AuxNodes.Count + 2]; posv[0] = currentNode.vec + offset; // Build 0021, transform.position //Debug.Log("Find nodes by index[" + nodeIndex.ToString() + "]: " + x.name); for (int j = 0; j < x.AuxNodes.Count; j++) { posv[j + 1] = x.AuxNodes[j] + offset; // Build 0036 } posv[x.AuxNodes.Count + 1] = Neighbors[i].vec + offset; l.positionCount = posv.Length; l.SetPositions(posv); } } //l.useWorldSpace = true; } } }