示例#1
0
    // Start is called before the first frame update
    void Start()
    {
        _exploreGameManager = GameObject.Find("ExplorationGameState").GetComponent <ExploreGameManager>();
        npcArr = _exploreGameManager.npcArray;


        int spawnResult = rand.Next(1, 100);

        if (spawnResult >= progressionItemChance && !hasNPCSpawned)
        {
            int choiceResult = rand.Next(0, 10000);
            if (choiceResult >= npcSpawnChance)
            {
                //GameObject.Instantiate(choiceOfNPC(), spawnLocation.transform);

                Vector3    spawnOffset = new Vector3(0, 2f, 0);
                GameObject choice      = choiceOfNPC();
                if (choice != null)
                {
                    GameObject newNPC = Instantiate(choice, spawnLocation.transform.position + spawnOffset, Quaternion.identity);
                    newNPC.transform.localScale = new Vector3(3, 3, 3);
                }
            }
        }
    }
示例#2
0
 // Start is called before the first frame update
 void Start()
 {
     _exploreGameManager = GameObject.Find("ExplorationGameState").GetComponent <ExploreGameManager>();
     enviroArr           = _exploreGameManager.ExplorationTileArray;
     currentTileTrans    = ExploreGameManager.currentTile;
     playerObject        = GameObject.Find("Player");
     gameManager         = GameObject.Find("ExplorationGameState");
 }
    //[Header("Assigned Scripts")]
    //public SetCurrentTile _setCurrentTile;

    //Awake for singleton creation
    void Awake()
    {
        //Check if instance already exists
        if (instance == null)
        {
            //if not, set instance to this
            instance = this;
        }

        //If instance already exists and it's not this:
        else if (instance != this)
        {
            //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
            Destroy(gameObject);

            //Sets this to not be destroyed when reloading scene
            DontDestroyOnLoad(gameObject);
        }
    }