private void Awake() { if (instance == null) { instance = this; } }
private void OnSceneGUI() { positionScript = target as SpawnPositions; handleTransform = positionScript.transform; handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity; for (int i = 0; i < positionScript.points.Length; i++) { ShowPoint(i); } }
// Use this for initialization void Start() { instance = this; if (SceneManager.GetActiveScene().name.Contains("4")) { SetupSpawnPositionArray(4); } else { SetupSpawnPositionArray(6); } }
void OnWorldRequest(ref HookContext ctx, ref HookArgs.WorldRequestMessage args) { var player = ctx.Player; if (properties.RememberPlayerPositions && player != null && !String.IsNullOrEmpty(player.AuthenticatedAs)) { Vector2 pos; if (SpawnPositions.TryGetValue(player.AuthenticatedAs, out pos)) { args.SpawnX = (int)pos.X; args.SpawnY = (int)pos.Y; } } }
private void Start() { if (PhotonNetwork.IsMasterClient) { PhotonNetwork.CurrentRoom.IsVisible = false; spawnPositions = SpawnPositions.Generate(4, DistancePBtoCA, 40); } if (PhotonNetwork.IsConnected) { PhotonView.RPC("ReadyToPlay", RpcTarget.MasterClient); } else { GenerateAsteroid(); expandOres(); spawnPositions = SpawnPositions.Generate(4, DistancePBtoCA, 40); Array.Copy(Map, Print, WorldSize.x * WorldSize.y); Pathfinder.Instance.RegenerateMapping(); UpdateBaseFog(new Vector3Int(-16, -141, 0)); } }
private void Awake() { reviveInTown = PersistentScene.Instance.reviveController.reviveInTown; sceneController = FindObjectOfType <SceneController>(); spawnPositions = FindObjectOfType <SpawnPositions>(); if (!sceneController) { startPosition = spawnPositions.spawnPoints.First().transform; SetTransform(startPosition); } else if (reviveInTown) { startPosition = spawnPositions.spawnPoints.Where(p => p.name.Equals(GameStrings.Positions.InTownPosition)).SingleOrDefault().transform; SetTransform(startPosition); PersistentScene.Instance.reviveController.reviveInTown = false; } else { SetStartPosition(sceneController.previousSceneName, sceneController.currentSceneName); SetTransform(startPosition); } }
private void Awake() { instance = this; }
public void Init() { heroIndex = 0; worldIndex = 0; structureInstance = visualStructurePrefab.Duplicate(visualStructurePrefab.transform.position); }
Vector3 GetAvailableSpawnPosition(SpawnPositions preference) { Vector3 position = new Vector3(-1.0f, -1.0f, -1.0f); // El valor inicial indica que no hay una posición disponible. SpawnPositions spawnChosed = 0; // First check if the preference is available. if ((spawns & (int)preference) == 0) { spawnChosed = preference; spawns |= (int)spawnChosed; } else { // If not, search for one available. // NOTE: This could be shuffled to not always follow the same order. for (SpawnPositions spawn = SpawnPositions.NORTH_WEST; spawn <= SpawnPositions.SOUTH_EAST; spawn += (int)spawn) { if ((spawns & (int)spawn) == 0) { spawnChosed = spawn; spawns |= (int)spawnChosed; break; } } } if (spawnChosed > 0) { switch (spawnChosed) { case SpawnPositions.NORTH_WEST: position = new Vector3(-Globals.QUARTER_ROOM_SIZE, 0.0f, Globals.QUARTER_ROOM_SIZE); break; case SpawnPositions.NORTH: position = new Vector3(0.0f, 0.0f, Globals.QUARTER_ROOM_SIZE); break; case SpawnPositions.NORTH_EAST: position = new Vector3(Globals.QUARTER_ROOM_SIZE, 0.0f, Globals.QUARTER_ROOM_SIZE); break; case SpawnPositions.WEST: position = new Vector3(-Globals.QUARTER_ROOM_SIZE, 0.0f, 0.0f); break; case SpawnPositions.CENTER: position = Vector3.zero; break; case SpawnPositions.EAST: position = new Vector3(Globals.QUARTER_ROOM_SIZE, 0.0f, 0.0f); break; case SpawnPositions.SOUTH_WEST: position = new Vector3(-Globals.QUARTER_ROOM_SIZE, 0.0f, -Globals.QUARTER_ROOM_SIZE); break; case SpawnPositions.SOUTH: position = new Vector3(0.0f, 0.0f, -Globals.QUARTER_ROOM_SIZE); break; case SpawnPositions.SOUTH_EAST: position = new Vector3(Globals.QUARTER_ROOM_SIZE, 0.0f, -Globals.QUARTER_ROOM_SIZE); break; } } return(position); }
void Awake() { instance = this; }