Пример #1
0
    // Use this for initialization
    void Start()
    {
        board_holder = new GameObject("BoardHolder");

        tile_prefabs = GetComponent <TilePrefabs>();

        SetUpTilesArray();

        GenerateGrass();

        GenerateItemLayer();

        is_finished_generating = true;
    }
Пример #2
0
 void OnEnable()
 {
     tilePrefabs         = (TilePrefabs)target;
     prefabs             = serializedObject.FindProperty("prefabs");
     prefabInfoIndexGrid = serializedObject.FindProperty("prefabInfoIndexGrid");
     tileInfo            = tilePrefabs.GetComponent <TileInfo>();
     if (tileInfo == null)
     {
         return;
     }
     if (prefabInfoIndexGrid.arraySize != tileInfo.width * tileInfo.height)
     {
         UpdateIndexGrid();
     }
 }
Пример #3
0
    // Use this for initialization
    void Start()
    {
        uiManager     = GetComponent <UIManager>();
        tileGenChunks = numChunks;

        caveGenChunks   = numChunks;
        veinGenChunks   = numChunks;
        chunkGenChunks  = numChunks;
        treeGenChunks   = numChunks;
        flowerGenChunks = numChunks;
        lakeGenChunks   = numChunks;

        tilePref   = GetComponent <TilePrefabs>();
        chunkWidth = chunk.GetComponent <GenerateChunk>().width;
        seed       = Random.Range(-10000, 10000);
    }
Пример #4
0
 public GameObject ReturnItemTilePrefab(TilePrefabs _tilePref, ItemList.ItemType _item)
 {
     if (_item == ItemList.ItemType.Log)
     {
         return(_tilePref.trunkTile[0]);
     }
     if (_item == ItemList.ItemType.Workbench)
     {
         return(_tilePref.workbench);
     }
     if (_item == ItemList.ItemType.WoodenPlanks)
     {
         return(_tilePref.woodPlankTile);
     }
     return(null);
 }
Пример #5
0
    private void CheckIfStarted()
    {
        if (map_generator != null)
        {
            started = map_generator.IsFinishedGenerating();

            if (started)
            {
                tiles   = map_generator.GetTiles();
                workers = map_generator.GetWorkers();

                tile_prefabs = map_generator.GetComponent <TilePrefabs>();

                foreach (var worker in workers)
                {
                    worker.SetDispatcher(this);
                }
            }
        }
    }