void Start() { global_settings = global_manager.GetComponent <GlobalSettings>(); terrain_define = global_settings.terrain_define; terrain_nodes_list = terrain_define.terrain_nodes_list; //TerrainCreator terrain_creator = GameObject.Find ("terrain").GetComponent<TerrainCreator>(); //terrain_nodes_list = terrain_creator.terrain_nodes_list; terrain_size = terrain_define.terrain_size; }
// Use this for initialization void Start() { //Debug.Log (global_manager); GlobalSettings global_settings = global_manager.GetComponent <GlobalSettings>(); Transform terrain = global_settings.terrain; float beacon_max_distance = global_settings.beacon_max_distance; // on_or_off: on creates nodes, off: does not create nodes but still looks adds nodes to the TerrainNodeList if (on_or_off) { terrain_size = 0; // when world starts, create a grid 20x20 for (int x = -10; x <= 10; x++) { for (int z = -10; z <= 10; z++) { terrain_size++; Transform cube = (Transform)Instantiate(cube_prefab, new Vector3(x, Random.Range(-0.1f, 0.1f), z), Quaternion.identity); cube.SetParent(terrain); cube.name = "cube_" + terrain_size.ToString(); } } // when world starts, create a grid 20x20 for (int x = -10; x <= 10; x++) { for (int y = 1; y <= 10; y++) { terrain_size++; Transform cube = (Transform)Instantiate(cube_prefab, new Vector3(x, y, Random.Range(10.9f, 11.1f)), Quaternion.identity); cube.SetParent(terrain); cube.name = "cube_" + terrain_size.ToString(); } } // when world starts, create a grid 20x20 for (int y = 1; y <= 10; y++) { for (int z = -10; z <= 10; z++) { terrain_size++; Transform cube = (Transform)Instantiate(cube_prefab, new Vector3(Random.Range(-10.9f, -11.1f), y, z), Quaternion.identity); cube.SetParent(terrain); cube.name = "cube_" + terrain_size.ToString(); } } } // Finds and creates a TerrainNodeList terrain_size = 0; foreach (Transform cube in terrain) { terrain_transforms_list.Add(cube); terrain_size++; } terrain_nodes_list = new TerrainNodeList(terrain_transforms_list, beacon_max_distance); }
public void Awake() { network_id = 0; // will be set by PlayerNetworkSetup global_settings = global_manager.GetComponent <GlobalSettings>(); terrain_define = global_settings.terrain_define; terrain_nodes_list = terrain_define.terrain_nodes_list; pathfinder = global_settings.pathfinder; cam_editor = cam.GetComponent <CameraPerspectiveEditor>(); //cam_controler = cam.transform.parent.transform; /* * if (apple_ios || google_android) { * node_shader = "TheGrid/NodeShaderMobil"; * } else if (windows_pc || apple_mac) { * node_shader = "TheGrid/NodeShaderDesktop"; * } */ }
// Use this for initialization void Start() { GlobalSettings global_settings = global_manager.GetComponent <GlobalSettings>(); Transform terrain_folder = global_settings.terrain; float beacon_max_distance = global_settings.beacon_max_distance; // Finds and creates a TerrainNodeList terrain_size = 0; foreach (Transform cube in GetAllChildren(terrain_folder)) { terrain_transforms_list.Add(cube); terrain_size++; } //Debug.Log(terrain_transforms_list); terrain_nodes_list = new TerrainNodeList(terrain_transforms_list, beacon_max_distance); //Debug.Log (terrain_nodes_list); // set the global //global_settings.terrain_nodes_list = terrain_nodes_list; }
// Use this for initialization void Start() { // global_settings contains information about the scene global_settings = global_manager.GetComponent <GlobalSettings>(); terrain_define = global_settings.terrain_define; // player_info contains information about the player player_info = player_manager.GetComponent <PlayerInfo>(); player_input = player_manager.GetComponent <PlayerInput>(); // player player = player_info.player; // terrain terrain_nodes_list = terrain_define.terrain_nodes_list; pathfinder = global_settings.pathfinder; //Debug.Log(terrain_nodes_list); path_to_follow = new TerrainNode[1] { terrain_nodes_list.FindClosestTerrainNodeToPoint(new Vector3(0.0f, 0.0f, 0.0f)) }; }