private void PrivateEnable() { GridTransform gTransform = gameObject.AddComponent <GridTransform>(); gTransform.Events = new GridEventHandlers((x) => OnGridCollision(x)); gTransform.Warp(GridSystem.GetNode((int)transform.position.x, (int)transform.position.y)); transform.position = gTransform.Target; GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.transform.SetParent(transform, false); quad.transform.localPosition = Vector3.back * 0.01f; Material chestMat = new Material(Shader.Find("Unlit/Transparent")); chestMat.SetTexture("_MainTex", Resources.Load <Texture>("Sprites/Chest")); quad.GetComponent <MeshRenderer>().material = chestMat; arrow = new GameObject("Arrow"); GameObject aQuad = GameObject.CreatePrimitive(PrimitiveType.Quad); aQuad.transform.SetParent(arrow.transform, false); aQuad.transform.localPosition = Vector3.back * 0.11f; aQuad.transform.localScale = Vector3.one * 3f; Material arrowMat = new Material(Shader.Find("Unlit/Transparent")); arrowMat.SetTexture("_MainTex", Resources.Load <Texture>("Sprites/Arrow")); aQuad.GetComponent <MeshRenderer>().material = arrowMat; SoundController.PlaySound(Player.Instance.transform.position, "Sounds/ChestOpen"); }
private void Start() { //InvokeRepeating("Move", 0.3f,0.3f); //grid = MoveTut.CreateAGrid().ToList(); gridTransform = gameObject.AddComponent <GridTransform>(); gridTransform.Warp(GridSystem.GetNode(0, 0)); }
void Awake() { gridTransform = gameObject.AddComponent <GridTransform>(); //This created a new GridEventHandlers class, and assigned the optional //parameter OnCollision to equal the method OnGridCollision in this class gridTransform.Warp(GridSystem.GetNode(20, 20)); transform.position = gridTransform.Target; gridTransform.Events = new GridEventHandlers(OnCollision: OnGridCollision); }
void Awake() { gridTransform = gameObject.AddComponent <GridTransform>(); //created a new grideventhandlers class and assigne the optional // parameter oncollision to equal the method OnGridCollision in //this class //gridTransform.Warp(GridSystem.GetNode(10, 10)); gridTransform.Events = new GridEventHandlers(OnCollision: OnGridCollision); gridTransform.Warp(GridSystem.GetNode(5, 5)); }
private void Start() { //Create a grid using the method created in part 1 //This will be available on github //Add a grid transform to the object for grid movement gridTransform = gameObject.AddComponent <GridTransform>(); //Warp the grid transform to the first space on the grid (lower left corner) gridTransform.Warp(GridSystem.GetNode(0, 0)); }
private TailPiece Init(Player player, GridTransform leader) { this.leader = leader; gridTransform = gameObject.AddComponent <GridTransform>(); gridTransform.Events = new GridEventHandlers(OnCollision: OnGridCollision); gridTransform.Warp(leader.CurrentNode); tweener = gameObject.AddComponent <LinearTweener>(); tweener.autoTarget = () => gridTransform.Target; tweener.speed = player.speed; GameObject.CreatePrimitive(PrimitiveType.Quad).transform.SetParent(transform); transform.position = leader.transform.position; return(this); }
private void Awake() { int x = (int)(transform.position.x - 0.5f); int y = (int)(transform.position.y - 0.5f); GridNode node = GridSystem.GetNode(x, y); GameObject newObject = Instantiate(prefab); GridTransform gridTransform = newObject.GetComponent <GridTransform>(); if (gridTransform != null && node != null) { gridTransform.Warp(node); newObject.transform.position = gridTransform.Target; } }
private void Start() { //Add dependant components gridTransform = gameObject.GetComponent<GridTransform>(); if(gridTransform == null) { gridTransform = gameObject.AddComponent<GridTransform>(); //Warp the player to the grid var gridNode = GridSystem.GetNode(0, 0); gridTransform.Warp(gridNode); } Sprite[] sprites = Resources.LoadAll<Sprite>("Sprites/SnakeSprites"); quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.transform.SetParent(transform); quad.transform.localPosition = Vector3.zero; headMat = new Material(Shader.Find("Unlit/Transparent")); headMat.SetTexture("_MainTex", textureFromSprite(sprites[0])); quad.GetComponent<MeshRenderer>().material = headMat; bodyMat = new Material(Shader.Find("Unlit/Transparent")); bodyMat.SetTexture("_MainTex", textureFromSprite(sprites[1])); tailMat = new Material(Shader.Find("Unlit/Transparent")); tailMat.SetTexture("_MainTex", textureFromSprite(sprites[2])); keyboardController = gameObject.AddComponent<PlayerKeyboardController>(); tweener = gameObject.AddComponent<LinearTweener>(); //Set the auto target for the tweener tweener.autoTarget = () => gridTransform.Target; tweener.speed = speed; //Add camera system GameObject.Find("Main Camera").AddComponent<CameraControl>(); Grow(); }
private void Start() { //Add dependant components gridTransform = gameObject.GetComponent<GridTransform>(); if(gridTransform == null) { gridTransform = gameObject.AddComponent<GridTransform>(); //Warp the player to the grid var gridNode = GridSystem.GetNode(0, 0); gridTransform.Warp(gridNode); } GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.transform.SetParent(transform); quad.transform.localPosition = Vector3.zero; keyboardController = gameObject.AddComponent<PlayerKeyboardController>(); tweener = gameObject.AddComponent<LinearTweener>(); //Set the auto target for the tweener tweener.autoTarget = () => gridTransform.Target; tweener.speed = speed; }