void Start() { // get references _tileDB = TileDatabase.instance; _camera = Camera.main; // freeze camera _camera.GetComponent <SimpleCameraController>().Freeze(); // generate standard 10x10 grid GenerateGrid(_gridDefaultSize.x, _gridDefaultSize.y); // add all existing tiletypes to dropdown menu _dropDownTiles.options.Clear(); for (int i = 0; i < _tileDB.tileCount; i++) { _dropDownTiles.options.Add(new Dropdown.OptionData(_tileDB.GetTile(i).typeName)); } // create tile of first type in typearray _selectedTile = Instantiate(_tileDB.GetTile(0).data.prefab, _tileFolder); _selectedTileType = _tileDB.GetTile(0).typeName.ToLower(); _currentEditMode = EDIT_MODE.PLACE_SINGLE; // add collider and set layer of tile (need this to be able to select alredy placed tiles) AddcolliderToSelectedTile(); _currentMinTintText.text = _tintMin.value.ToString("0.00"); _currentMaxTintText.text = _tintMax.value.ToString("0.00"); }
public Tile(int id, bool passable = true, bool isBaseTile = true) { _id = (byte)id; _passable = passable; _isBaseTile = isBaseTile; SetupTileReferences(); if (TileDatabase.tiles [id] != null) { Debug.LogError("Tile Database already contains ID: " + id); } TileDatabase.tiles [id] = this; _tileset = new Sprite[47]; _tileset = TileDatabase.GetTilesetSprites(id); _tilesetSprites = new Dictionary <int, Sprite> (); Image = _tileset[0]; for (int i = 0; i < _tileset.Length; i++) { _tilesetSprites.Add(i, _tileset[i]); } }
public void SetColor(TileColorType _color) { if (renderer_) { renderer_.color = TileDatabase.Convert(_color); } }
public Database() { ItemDatabase = new ItemDatabase(); TileDatabase = new TileDatabase(); WorldDatabase = new WorldDatabase(); BiomeDatabase = new BiomeDatabase(); StructureDatabase = new StructureDatabase(); }
public Tile(Vector2DInt position, string tileName, float yRotation, float tintStrength, Transform tilesFolder) { _tileDB = TileDatabase.instance; model = _tileDB.GetTile(tileName); this.position = position; currentHealth = model.data.health; CreateView(position, yRotation, tintStrength, tilesFolder); CreateSounds(); }
public void LoadTiles(string name) { XmlSerializer serializer = new XmlSerializer(typeof(TileDatabase)); FileStream stream = new FileStream(Application.dataPath + "/ConfigFiles/" + name, FileMode.Open); tileDB = serializer.Deserialize(stream) as TileDatabase; stream.Close(); for (int i = 0; i < 25; i++) { GameObject go = GameObject.Find("Tile" + tileDB.list[i].TileNumber.ToString()); TileEntry tl = tileDB.list[tileDB.list.FindIndex(item => (item.TileNumber - 1 == i))]; go.transform.eulerAngles = (new Vector3(0, 0, tl.initialRotation)); go.tag = tl.tileType.ToString(); go.gameObject.GetComponent <SpriteRenderer>().sprite = sprites[(int)tl.tileType]; Text texto = go.transform.Find("Canvas").transform.Find("Text").GetComponent <Text>(); if (i == 0) { masterFont = texto; } //texto.text = tl.texto; texto.text = mateDB.list[i].Surname; // Vector3 positionVec = textPos[i]; Vector3 positionVec = textPos[tileDB.list[i].TileNumber - 1]; Cuadrantes[tileDB.list[i].TileNumber - 1] = tl.cuadrante; switch (tl.cuadrante) { case 1: positionVec.y += 0.3f; //positionVec.x += 0.25f; break; case 2: //positionVec.y += 0.25f; positionVec.x -= 0.3f; break; case 3: positionVec.y -= 0.3f; //positionVec.x -= 0.25f; break; case 4: //positionVec.y -= 0.25f; positionVec.x += 0.3f; break; } texto.transform.position = positionVec; texto.color = Color.black; texto.fontSize = 8; texto.font = masterFont.font; //texto.fontStyle = FontStyle.Bold; texto.transform.eulerAngles = new Vector3(0f, 0f, 45f); } tileDB.list.Clear(); }
public virtual void Initialize(Game1 gameReference, Player playerReference, Sadako sadakoReference, InventoryHandler inventoryHandler, LocationHandler locationHandler, EventHandler eventHandler, RoomDatabase roomDatabase, TileDatabase tileDatabase) { this.gameReference = gameReference; this.playerReference = playerReference; this.sadakoReference = sadakoReference; this.inventoryHandler = inventoryHandler; this.locationHandler = locationHandler; this.eventHandler = eventHandler; this.tileDatabase = tileDatabase; this.roomDatabase = roomDatabase; }
// Need a Method to get all files, in a list public void LoadFile(string fPath) { XmlSerializer serializer = new XmlSerializer(typeof(TileDatabase)); //FileStream stream = new FileStream(Application.dataPath + "/StreamingAssets/XML/tile_data.xml", FileMode.Open); //FileStream stream = new FileStream(Application.persistentDataPath + "/tile_data.xml", FileMode.Open); FileStream stream = new FileStream(Application.persistentDataPath + "/" + fPath, FileMode.Open); tileDB = serializer.Deserialize(stream) as TileDatabase; stream.Close(); LoadTiles(tileDB); }
void Start() { tileDb = GameObject.FindGameObjectWithTag("Database").GetComponent <TileDatabase> (); genPosition = levelGenerator.gameObject.transform; spawner = GameObject.FindGameObjectWithTag("Spawner"); spawnerTransform = spawner.GetComponent <Transform> (); //Assign the tileRemover GameObject in the scene to tileRemover tileRemover = GameObject.FindGameObjectWithTag("Remover"); //Assign the transform of tileRemover to removerTransform removerTransform = tileRemover.GetComponent <Transform>(); //Assign a value to removeSize removeSize = tileSize + 5; }
void Start() { //Find the script with all the tiles and assign it to tileDb tileDb = GameObject.FindGameObjectWithTag("Database").GetComponent <TileDatabase> (); //Assign the transform of the LevelGenerator to genPosition genPosition = levelGenerator.gameObject.transform; //Assign the spawner GameObject in the scene to spawner spawner = GameObject.FindGameObjectWithTag("Spawner"); //Assign the transform of spawner to spawnerTransform spawnerTransform = spawner.GetComponent <Transform> (); //Assign the tileRemover GameObject in the scene to tileRemover tileRemover = GameObject.FindGameObjectWithTag("Remover"); //Assign the transform of tileRemover to removerTransform removerTransform = tileRemover.GetComponent <Transform>(); //Assign a value to removeSize - the +5 is an offset to ensure it only hits one row of tiles removeSize = tileSize + 5; }
public void Awake() { instance = this; foreach (TileModel tileModelToSerialize in tilesToSerialize) { _tileTypes.Add(tileModelToSerialize.typeName.ToLower()); _tiles.Add(tileModelToSerialize.typeName.ToLower(), tileModelToSerialize); } // the model that will represent a edgetile, this should not be exposed in the regular list becuase it is a constant tiletype that never should be edited and niether have to exist in editor TileModel edgeModel = new TileModel(); edgeModel.MakeEdgeTile(); _tileTypes.Add(edgeModel.typeName.ToLower()); _tiles.Add(edgeModel.typeName.ToLower(), edgeModel); }
void Start() { //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); } biomes = FindObjectsOfType <Biome>(); player = GameObject.Find("Player").GetComponent <Player>(); if (player.inField) { boardHolder = new GameObject("Board").transform; } manager = GameManager.instance; tileDatabase = gameObject.GetComponent <TileDatabase>(); for (int i = 0; i < pregeneratedStructures.Length; i++) { RegisterStructureTiles(pregeneratedStructures[i]); } if (LoadData.instance.dataLoaded) { Load(); } }
public void OnEnable() { m_Target = (TileDatabase)target; }
public override void Initialize(Game1 gameReference, Player playerReference, Sadako sadakoReference, InventoryHandler inventoryHandler, LocationHandler locationHandler, EventHandler eventHandler, RoomDatabase roomDatabase, TileDatabase tileDatabase) { base.Initialize(gameReference, playerReference, sadakoReference, inventoryHandler, locationHandler, eventHandler, roomDatabase, tileDatabase); }
void OnDestroy() { instance = null; }
public void OnEnable() { m_Target = (TileDatabase) target; }
// Use this for initialization void Start() { tileDb = GameObject.FindGameObjectWithTag("Database").GetComponent <TileDatabase> (); transform.rotation = Quaternion.Euler(tileDb.tileRots[Random.Range(0, tileDb.tileRots.Count)]); }
public void LoadTiles(TileDatabase db) { bool haveStart = false; foreach (TileEntry te in db.list) { //gameSU.CreateTile(new IntVector2(te.tileX,te.tileZ),) switch (te.tileType) { case TileType.Empty: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.emptyTilePrefab, te.tileType, te.tileRot); break; case TileType.Hole: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.holeTilePrefab, te.tileType, te.tileRot); break; case TileType.SingleSideWall: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.SingleSideWallTilePrefab, te.tileType, te.tileRot); break; case TileType.DoubleSideWall: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.DoubleSideWallTilePrefab, te.tileType, te.tileRot); break; case TileType.CornerWall: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.CornerWallTilePrefab, te.tileType, te.tileRot); break; case TileType.HoleSingleWall: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.holeSingleWallTilePrefab, te.tileType, te.tileRot); break; case TileType.HoleCornerWall: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.holeCornerWallTilePrefab, te.tileType, te.tileRot); break; case TileType.StartEmpty: if (!haveStart) { gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.StartEmptyTilePrefab, te.tileType, te.tileRot); haveStart = true; } else { gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.emptyTilePrefab, TileType.Empty, te.tileRot); } break; case TileType.ExitEmpty: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.EndEmptyTilePrefab, te.tileType, te.tileRot); break; default: gameSU.CreateTile(new IntVector2(te.tileX, te.tileZ), gameSU.emptyTilePrefab, TileType.Empty, te.tileRot); break; } } gameSU.CreateMarble(); }