// Use this for initialization void Start() { levelGen = gameManager.GetComponent <scr_GameManager>().levelGen; levelScript = levelGen.GetComponent <scr_LevelGenerator>(); level = levelScript.level; //set camera start position //set random x,y //bool _temp = false; //do //{ // int _x = (int)Random.Range(0, levelScript.gridX); // int _y = (int)Random.Range(0, levelScript.gridY); // if (level[_x, _y] != 0) // { // x = _x; // y = _y; // _temp = true; // } //} while (!_temp); //x = (int)Random.Range(0, levelScript.gridX); //y = (int)Random.Range(0, levelScript.gridY); //transform.position = new Vector3(Mathf.Clamp(x + 64 + 0.5f, 11 + 0.5f + 64, 53 - 0.3f + 64), Mathf.Clamp(y + 64 - 0.5f, 7.5f + 64, 54 + 0.5f + 64), -10); }
// Use this for initialization void Start() { audioSrc = GetComponent <AudioSource>(); //audioSrc.clip = music; //audioSrc.loop = true; //audioSrc.Play(); gameOver = false; //create level generator levelGen = Instantiate(levelGenPrefab); levelScript = levelGen.GetComponent <scr_LevelGenerator>(); //levelScript.level; levelScript.gameManager = this.gameObject; levelScript.cam = cam; level = levelScript.level; CreateSaveFile(); score = 0; maxStorage = 5000; extraRes = 0; hasAcademy = false; hasWonder = false; wood = 5000; stone = 5000; gold = 5000; Invoke("PlaceTownhall", 0.1f); //load highscore highScoreTxt = LoadHighscore(); }
// Use this for initialization void Start() { buildingType = buildings.none; isBuilding = false; spriteRenderer = GetComponent <SpriteRenderer>(); gameManager = GameObject.Find("GameManager"); gmScript = gameManager.GetComponent <scr_GameManager>(); levelGen = gameManager.GetComponent <scr_GameManager>().levelGen; levelScript = levelGen.GetComponent <scr_LevelGenerator>(); level = levelScript.level; //set sprite int _i; switch (tileType) { case tile.empty: _i = 0; if ((int)Random.Range(0, 10) == 0) { _i = (int)Random.Range(1, tileSea.Length); spriteRenderer.sprite = tileSea[_i]; } else { spriteRenderer.sprite = tileSea[0]; } break; case tile.floor: _i = 0; if ((int)Random.Range(0, 10) == 0) { _i = (int)Random.Range(0, tileDirt.Length); spriteRenderer.sprite = tileDirt[_i]; } else { spriteRenderer.sprite = tileDirt[0]; } break; case tile.forest: _i = (int)Random.Range(0, tileTree.Length); spriteRenderer.sprite = tileTree[_i]; break; case tile.stone: spriteRenderer.sprite = tileStone; break; case tile.gold: spriteRenderer.sprite = tileGold; break; default: spriteRenderer.sprite = tileNULL; break; } GameObject go; #region SeaEdge //check Sea Edge if (level[x, y] == 0) { if (x != levelScript.gridX - 1) { if (level[x + 1, y] != 0) { go = new GameObject("edge_Right"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[0]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } if (x != 0) { if (level[x - 1, y] != 0) { go = new GameObject("edge_Left"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[1]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } if (y != levelScript.gridY - 1) { if (level[x, y + 1] != 0) { go = new GameObject("edge_Top"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[2]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } if (y != 0) { if (level[x, y - 1] != 0) { go = new GameObject("edge_Bottom"); go.AddComponent <SpriteRenderer>().sprite = tileEdge[3]; go.GetComponent <SpriteRenderer>().sortingOrder = 1; go.transform.position = transform.position; go.transform.parent = transform; } } } #endregion }