void Awake() { collectibleGen = GameObject.FindGameObjectWithTag("CollectibleGen").GetComponent <CollectibleGenerator> (); for (int i = 0; i < platforms.Length; i++) { if (platforms[i].numCells > maxCellLength) { maxCellLength = platforms[i].numCells; } } }
void Awake() { //player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); //BGManager = GameObject.FindGameObjectWithTag ("Backgrounds").GetComponent<BackgroundManager> (); //grid = GameObject.FindGameObjectWithTag ("Grid").GetComponent<Grid> (); collectibleGen = GameObject.FindGameObjectWithTag("CollectibleGen").GetComponent <CollectibleGenerator> (); patternList = new List <Collectible>(); foundPattern = new Queue <Collectible> (); //highlight = GameObject.FindGameObjectWithTag ("Highlight").transform; //highlight.GetComponent<Renderer>().material.color = Color.grey; }
// Use this for initialization void Start() { gameMngr = FindObjectOfType(typeof(PopzGameManager)) as PopzGameManager; // Set up references to object generators and grid grid = GameObject.FindGameObjectWithTag("Grid").GetComponent <Grid> (); platformGen = GameObject.FindGameObjectWithTag("PlatformGen").GetComponent <PlatformGenerator> (); collectibleGen = GameObject.FindGameObjectWithTag("CollectibleGen").GetComponent <CollectibleGenerator> (); groundGen = GameObject.FindGameObjectWithTag("GroundGen").GetComponent <GroundGenerator> (); nbackGen = FindObjectOfType(typeof(NbackGenerator)) as NbackGenerator; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player> (); // Position generator and box collider Vector3 bottomLeft = Camera.main.ScreenToWorldPoint(new Vector3(0f, 0f, 0f)); Vector3 topRight = Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, Camera.main.pixelHeight, 0f)); bottomLeft.y = Camera.main.GetComponent <FixedHeight> ().height - (topRight.y - bottomLeft.y) / 2f; BoxCollider2D boxCol = gameObject.GetComponent <BoxCollider2D> (); float boxHeight = topRight.y - bottomLeft.y; float boxWidth = 1f; boxCol.size = new Vector2(boxWidth, boxHeight); boxCol.offset = new Vector2(-boxWidth, boxHeight / 2f); transform.position = new Vector3(bottomLeft.x, bottomLeft.y, 0f); BoxCollider2D chunkBoxCol = terrainChunk.GetComponent <BoxCollider2D> (); float chunkBoxWidth = 2f * ((float)grid.numCellsX) * grid.cellSizeX; float chunkBoxHeight = topRight.y - bottomLeft.y; chunkBoxCol.size = new Vector2(chunkBoxWidth, chunkBoxHeight); chunkBoxCol.offset = new Vector2(chunkBoxWidth / 2f, chunkBoxHeight / 2f); chunkBoxCol.isTrigger = true; genPlants = false; genPlatforms = false; //Debug.Log (transform.position); GenerateTerrain(transform.position); }
// Use this for initialization void Start() { gameMngr = FindObjectOfType (typeof(PopzGameManager)) as PopzGameManager; // Set up references to object generators and grid grid = GameObject.FindGameObjectWithTag ("Grid").GetComponent<Grid> (); platformGen = GameObject.FindGameObjectWithTag ("PlatformGen").GetComponent<PlatformGenerator> (); collectibleGen = GameObject.FindGameObjectWithTag ("CollectibleGen").GetComponent<CollectibleGenerator> (); groundGen = GameObject.FindGameObjectWithTag ("GroundGen").GetComponent<GroundGenerator> (); nbackGen = FindObjectOfType (typeof(NbackGenerator)) as NbackGenerator; player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); // Position generator and box collider Vector3 bottomLeft = Camera.main.ScreenToWorldPoint (new Vector3 (0f, 0f, 0f)); Vector3 topRight = Camera.main.ScreenToWorldPoint (new Vector3 (Camera.main.pixelWidth, Camera.main.pixelHeight, 0f)); bottomLeft.y = Camera.main.GetComponent<FixedHeight> ().height - (topRight.y - bottomLeft.y)/2f; BoxCollider2D boxCol = gameObject.GetComponent<BoxCollider2D> (); float boxHeight = topRight.y - bottomLeft.y; float boxWidth = 1f; boxCol.size = new Vector2 (boxWidth, boxHeight); boxCol.offset = new Vector2 (-boxWidth, boxHeight / 2f); transform.position = new Vector3(bottomLeft.x, bottomLeft.y, 0f); BoxCollider2D chunkBoxCol = terrainChunk.GetComponent<BoxCollider2D> (); float chunkBoxWidth = 2f * ((float) grid.numCellsX) * grid.cellSizeX; float chunkBoxHeight = topRight.y - bottomLeft.y; chunkBoxCol.size = new Vector2 (chunkBoxWidth, chunkBoxHeight); chunkBoxCol.offset = new Vector2 (chunkBoxWidth/2f, chunkBoxHeight/2f); chunkBoxCol.isTrigger = true; genPlants = false; genPlatforms = false; GenerateTerrain (transform.position); }
void Awake() { collectibleGen = GameObject.FindGameObjectWithTag ("CollectibleGen").GetComponent<CollectibleGenerator> (); patternList = new List<Collectible>(); foundPattern = new Queue<Collectible> (); }
private void Awake() { instance = this; }
void Awake() { collectibleGen = GameObject.FindGameObjectWithTag ("CollectibleGen").GetComponent<CollectibleGenerator> (); for (int i = 0; i < platforms.Length; i++) { if (platforms[i].numCells > maxCellLength) { maxCellLength = platforms[i].numCells; } } }
void Awake() { collectibleGen = GameObject.FindGameObjectWithTag("CollectibleGen").GetComponent <CollectibleGenerator> (); patternList = new List <Collectible>(); foundPattern = new Queue <Collectible> (); }