private void useAnimalPool(int nodeID, List <GameObject> pool, List <Vector2> points, string size) { GameObject node = nodes[nodeID]; WorldNode wnode = wnodes[nodeID]; for (int i = 0; i < pool.Count; i++) { if (points.Count == 0) { for (int j = i; j < pool.Count; j++) { pool[j].SetActive(false); } break; } Vector2 point = points[0]; GameObject poolObject = pool[i]; Wildlife wildlife = poolObject.GetComponent <Wildlife>(); poolObject.transform.position = wildlife.SetFloorPosition(point); poolObject.SetActive(true); wildlife.Reset(); points.Remove(point); } for (int i = 0; i < points.Count; i++) { Vector2 point = points[i]; List <GameObject> animals = beastiary[size]; GameObject animal = Instantiate(animals[Random.Range(0, animals.Count)], node.transform.Find("Wildlife").Find(size)); Wildlife wildlife = animal.GetComponent <Wildlife>(); wildlife.Init(); wildlife.SetNodeID(nodeID); animal.transform.position = wildlife.SetFloorPosition(point); wnode.AddPoolObject(animal, pool); } }
// public Ground[] groundAlterations; public Town(string tileType) { name = "testName"; X = 50; Z = 50; buildings = new List <House>(); // Generate Wildlife wildlife = new Wildlife(X, Z, tileType); // Load in Building Components componentTypes = BuildingComponent.LoadBuildingComponentsFromFile(@"TSV\BuildingComponentInfo"); }
protected override void LoadContent() { sky = new Sky(sim); sky.LoadContent(sim.Content); weather = new Weather(sim); weather.LoadContent(); wildlife = new Wildlife(sim); wildlife.LoadContent(); lighting = new Lighting(this); PresentationParameters pp = GraphicsDevice.PresentationParameters; worldRenderTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, SurfaceFormat.Color); }
public Battle(string type, List <Character> protagonist, Hex embattledTile) { if (type == "encounter") { // Generate a Battlefield } else if (type == "foundation") { // Assign the town founders sideA = protagonist; // Generate the enemies to be fought sideB = GenerateEnemies(embattledTile); // Generate a Battlefield at the location the town is to be founded. // Size of the battlefield depends upon the number of participants int dimension = 20 + 5 * (sideA.Count + sideB.Count - 2); battlefield = new Wildlife(dimension, dimension, embattledTile.type); // Generate Unit Locations } }