Пример #1
0
        // Use this for initialization
        void Start()
        {
            grid.Create(30, 30);
            Vector2 gridSize = grid.size;
            Vector2 gridPos  = new Vector2(gridSize.x * -0.5f, gridSize.y * 0.5f);

            grid.transform.position = gridPos;

            for (int i = 0; i < 3; i++)
            {
                GameObject newActor;
                newActor = CreateActor();
                Vector3 spawnPoint = grid.GetNode(Random.Range(0, 29), Random.Range(0, 14)).transform.position;
                spawnPoint.z = -0.2f;
                newActor.transform.position = spawnPoint;
                newActor.tag  = "Red";
                newActor.name = "Red" + i;

                newActor.SetActive(true);
            }

            for (int i = 0; i < 3; i++)
            {
                GameObject newActor;
                newActor = CreateActor();
                Vector3 spawnPoint = grid.GetNode(Random.Range(0, 29), Random.Range(15, 29)).transform.position;
                spawnPoint.z = -0.2f;
                newActor.transform.position = spawnPoint;
                newActor.tag  = "Blue";
                newActor.name = "Blue" + i;
                newActor.SetActive(true);
            }

            CreateFlags();
        }
Пример #2
0
//		public TreasureFinderController _tfc;

        private void Awake()
        {
            // Create and center the grid
            grid.Create(GRIDHEIGHT, GRIDLENGTH);
            Vector2 gridSize = grid.size;
            Vector2 gridPos  = new Vector2(gridSize.x * -0.5f, gridSize.y * 0.5f);

            grid.transform.position = gridPos;
        }
Пример #3
0
        void Start()
        {
            // Create and center the grid
            grid.Create(30, 50);
            Vector2 gridSize = grid.size;
            Vector2 gridPos  = new Vector2(gridSize.x * -0.5f, gridSize.y * 0.5f);

            grid.transform.position = gridPos;

            GameObject actor = (GameObject)Instantiate(_actor, new Vector3(-17.0f, 0.6f, -1.0f), Quaternion.identity);

            actor.name             = "TreasureSeeker";
            actor.transform.parent = transform;
            actor.gameObject.SetActive(true);
            actor.gameObject.GetComponentInChildren <Transform>().gameObject.SetActive(true);

            BuildTreasureMap();
        }
Пример #4
0
        private void Start()
        {
            // Create and center the grid
            score     = 0;
            boardsize = 6;
            depth     = 4;
            grid.Create(boardsize, boardsize);
            Vector2 gridSize = grid.size;
            Vector2 gridPos  = new Vector2(gridSize.x * -0.5f, gridSize.y * 0.5f);

            grid.transform.position = gridPos;

            playerChance = true;

            // set up the board
            board        = new Board(grid._nodes, boardsize);
            uiScore      = ui.GetComponentsInChildren <Text>()[0];
            uiRedScore   = ui.GetComponentsInChildren <Text>()[2];
            uiGreenScore = ui.GetComponentsInChildren <Text>()[3];
        }
Пример #5
0
        // Use this for initialization
        void Start()
        {
            //stateMachine = new StateMachine();
            terrainNodes = new List <GridNode>();
            grid.Create(30, 30);
            Vector2 gridSize = grid.size;
            Vector2 gridPos  = new Vector2(gridSize.x * -0.5f, gridSize.y * 0.5f);

            grid.transform.position = gridPos;


            while (terrainNodes.Count < 40)
            {
                GridNode node = grid.GetNode(Random.Range(0, 30), Random.Range(0, 30));
                int      cost = Random.Range(0, 5);
                if (!terrainNodes.Contains(node))
                {
                    if (cost != 1)
                    {
                        terrainNodes.Add(node);
                    }
                    switch (cost)
                    {
                    case 0:
                        if (blockedCount > 0)
                        {
                            node.blocked = true;
                            blockedCount--;
                        }
                        break;

                    case 1:
                        node.cost = cost;
                        break;

                    case 2:
                        if (roadCount > 0)
                        {
                            node.road = true;
                            roadCount--;
                            node.cost = cost;
                        }
                        break;

                    case 3:
                        if (forestCount > 0)
                        {
                            node.forest = true;
                            forestCount--;
                            node.cost = cost;
                        }
                        break;

                    case 4:
                        if (swampCount > 0)
                        {
                            node.swamp = true;
                            swampCount--;
                        }
                        break;
                    }
                }
            }
            //SetDoors();
            //SetKeys();
            //SetTreasure();
            for (int i = 0; i < 10; i++)
            {
                GameObject newActor;
                newActor = CreateActor();
                GameObject canvas = GameObject.Find("Canvas");
                newActor.GetComponent <Pathfinding>().Initialize();
                newActor.GetComponent <Pathfinding>().showPathToggle      = canvas.transform.GetChild(i).GetComponentInChildren <Toggle>();
                newActor.GetComponent <Pathfinding>().triangleImage       = canvas.transform.GetChild(i).GetChild(1).GetComponent <Image>();
                newActor.GetComponent <Pathfinding>().triangleImage.color = newActor.GetComponent <SpriteRenderer>().color;

                newActor.GetComponent <Pathfinding>().setDestination(grid.GetNode(Random.Range(0, 30), Random.Range(0, 30)));
                newActor.SetActive(true);
                _flock.Enqueue(newActor);
            }
            //AddStates();
        }