public IEnumerator VillageIsNotNull() { LoadMyScene(); yield return(new WaitForFixedUpdate()); GameObject currObj = GameObject.Find("Village"); villCont = currObj.GetComponent <VillageController>(); Assert.IsNotNull(villCont); yield return(null); }
// Use this for initialization void Start() { villageMenu.enabled = false; villageController = gameObject.GetComponent <VillageController>(); Transform card = Instantiate(villageCard, villageMenu.transform, false); card.transform.Find("VillageName").GetComponent <Text>().text = villageController.village.Name; card.transform.Find("VillageType").GetComponent <Text>().text = villageController.village.VillageType; card.transform.Find("Price").GetComponent <Text>().text = villageController.village.ResourceProduced.PriceRange.Max.ToString(); card.transform.Find("Resource").GetComponent <Text>().text = villageController.village.ResourceProduced.Resource.DisplayName; card.transform.Find("BuyButton").GetComponent <Button>().onClick.AddListener(PlayerBuyGood); }
public IEnumerator TestVillageGrowthChangeSprite() { LoadMyScene(); yield return(new WaitForFixedUpdate()); GameObject currObj = GameObject.Find("Village"); villCont = currObj.GetComponent <VillageController>(); Sprite sprite1 = currObj.GetComponent <SpriteRenderer>().sprite; villCont.IncreaseSize(); GameObject nextObj = GameObject.Find("Village"); villCont = nextObj.GetComponent <VillageController>(); Sprite sprite2 = nextObj.GetComponent <SpriteRenderer>().sprite; yield return(new WaitForFixedUpdate()); Assert.IsFalse(sprite1.Equals(sprite2)); }
public IEnumerator TestVillageGrowInSize() { LoadMyScene(); yield return(new WaitForFixedUpdate()); GameObject currObj = GameObject.Find("Village"); villCont = currObj.GetComponent <VillageController>(); Vector3 size1 = villCont.GetComponent <BoxCollider2D>().bounds.size; villCont.IncreaseSize(); GameObject nextObj = GameObject.Find("Village"); villCont = nextObj.GetComponent <VillageController>(); Vector3 size2 = villCont.GetComponent <BoxCollider2D>().bounds.size; yield return(new WaitForFixedUpdate()); Assert.AreNotEqual(size1, size2); Debug.Log(size1 + " " + size2); }
void Awake() { data = GameObject.FindWithTag("Data").GetComponent <PersistentData>(); villageController = gameObject.GetComponent <VillageController>(); player = GameObject.FindWithTag("Player").GetComponent <PlayerController>(); npcController = GameObject.Find("NPCs").GetComponent <NPCController>(); foreach (Tilemap map in FindObjectsOfType <Tilemap>()) { if (map.name == "FloorMap") { floorMap = map; } else if (map.name == "LeftWallMap") { leftWallMap = map; } else if (map.name == "RightWallMap") { rightWallMap = map; } else if (map.name == "BlockMap") { blockMap = map; } else if (map.name == "RoofMap") { roofMap = map; } } rooms = new List <Room>(); rooms.Add(new Room(new Vector3Int(5, 0, 0), new Vector3Int(2, -3, 0))); rooms.Add(new Room(new Vector3Int(4, 9, 0), new Vector3Int(1, 4, 0))); // -- NEW SHIT! -- // GetWorldTiles(); foreach (KeyValuePair <Vector3Int, WorldTile> kv in roofTiles) { //Debug.Log("Tile " + kv.Value.Name + " is at: " + kv.Key); } /*WorldTile _tile; * if (roofTiles.TryGetValue(new Vector3Int(4,-2,0), out _tile)) { * Debug.Log("Tile " + _tile.Name + " costs: " + _tile.Cost); * _tile.TilemapMember.SetTileFlags(_tile.LocalPlace, TileFlags.None); * _tile.TilemapMember.SetColor(_tile.LocalPlace, Color.blue); * }*/ // -- --------- -- // activeRoofCells = new List <Vector3Int>(); activeLeftWallCells = new List <Vector3Int>(); activeRightWallCells = new List <Vector3Int>(); tiles = new Dictionary <string, Tile>(); tiles.Add("leftWall", Resources.Load <Tile>("Tiles/GreenVillage/leftWall")); tiles.Add("rightWall", Resources.Load <Tile>("Tiles/GreenVillage/rightWall")); tiles.Add("leftDoor", Resources.Load <Tile>("Tiles/GreenVillage/leftDoor")); tiles.Add("leftDoorOpen", Resources.Load <Tile>("Tiles/GreenVillage/leftDoorOpen")); tiles.Add("rightDoor", Resources.Load <Tile>("Tiles/GreenVillage/rightDoor")); tiles.Add("rightDoorOpen", Resources.Load <Tile>("Tiles/GreenVillage/rightDoorOpen")); notableCells = new Dictionary <string, Vector3Int>(); notableCells.Add("stairsDown", new Vector3Int(0, -9, 0)); notableCells.Add("shopkeeper", new Vector3Int(5, -2, 0)); villageController.UpdateNotables(notableCells); }
// Use this for initialization void Start () { villageCon = GameObject.FindGameObjectWithTag("Village").GetComponent<VillageController>(); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>(); village = GameObject.Find("Village"); }
private void DifficultyTimeFrame() { // does 20, 19, 18, 17, 16, 15 all the way to 10 seconds it changes difficulty // Note: Default values (20 - timeRemoved), (timeRemoved <= 10) if (secondsToIncreaseDifficulty == initialDifficultyTime - timeRemoved) { if (Debug.isDebugBuild) { Debug.Log("Difficulty Increase activated"); } if (timeRemoved < maxDifficultyTime) { timeRemoved++; } /* * The Spawn multipler determines how much time is seperated for each meteorite to spawn. * The multipler starts at 0.75f and decreases 0.035f everytime this method is called. * The values will keep changing until it reaches 0.40f. * Starts at 0.90, decreases every .05 and maxs at 0.4 (does it 10 times) */ if (spawnDelayMultiplier >= 0.4f) { spawnDelayMultiplier -= 0.1f; } /* * The Speed of meteorites will be determined by this condition. * The initial speed of the meteorites will start from x1 speed. * Each Time this method is called the meteorites speed will increase by 0.035f. * The maximum speed the meteorites will go is x1.75. * Starts at 1.00, increases every .035 and maxs at 1.75 (does it 21-22 times) */ if (speedMultiplier <= 1.75f) { Assert.AreEqual(true, speedMultiplier <= 1.75f); if (Debug.isDebugBuild) { Debug.Log("Speed Multipler for each meteorite: " + speedMultiplier); } speedMultiplier += 0.035f; } // starts at 0.40, increases every .05 and maxs at 0.80 (does it 10? times) if (directionChangeMultiplier <= 0.80f) { directionChangeMultiplier += .05f; } secondsToIncreaseDifficulty = 0; // Reset countdown timer for difficulty change difficultyUpdated = true; // Notifies that difficulty has changed // Calling this in this object, because it sometimes won't call in the other GameObject village = GameObject.Find("Village"); if (village != null) { VillageController villageController = village.GetComponent <VillageController>(); villageController.IncreaseSize(); } } }
void Start() { // Load Controllers data = GameObject.FindWithTag("Data").GetComponent <PersistentData>(); animator = gameObject.GetComponent <Animator>(); // Load Map Controllers Grid grid = FindObjectOfType <Grid>(); foreach (Tilemap map in FindObjectsOfType <Tilemap>()) { if (map.name == "FloorMap") { floorMap = map; } else if (map.name == "LeftWallMap") { leftWallMap = map; } else if (map.name == "RightWallMap") { rightWallMap = map; } else if (map.name == "BlockMap") { blockMap = map; } } dungeonController = floorMap.GetComponent <DungeonController>(); if (dungeonController != null) { mapType = "Dungeon"; NotableCollide = dungeonController.NotableCollide; OpenDoor = dungeonController.OpenDoor; OpenChest = dungeonController.OpenChest; } villageController = floorMap.GetComponent <VillageController>(); if (villageController != null) { mapType = "Village"; NotableCollide = villageController.NotableCollide; OpenDoor = villageController.OpenDoor; FetchPosition = villageController.FetchPosition; } maps = new Dictionary <string, Tilemap>(); maps.Add("left", leftWallMap); maps.Add("right", rightWallMap); uiController = GameObject.Find("UICanvas").GetComponent <UIController>(); canvas = GameObject.FindWithTag("WorldCanvas"); // Load Resources walkNames = new string[4] { "walkUp", "walkRight", "walkDown", "walkLeft" }; attackNames = new string[4] { "attackUp", "attackRight", "attackDown", "attackLeft" }; targetPosition = this.transform.position; textFab = Resources.Load("Prefabs/DamageText") as GameObject; // Set Attributes tilePosition = new Vector3Int(0, 0, 0); if (FetchPosition != null) { tilePosition = FetchPosition(); Vector3 pos = PathFinder.TileToWorld(tilePosition); pos.y += 0.25f; transform.position = pos; animator.CrossFade(walkNames[data.direction], 0f); } entities = GameObject.FindWithTag("EntityList"); entityController = entities.GetComponent <EntityController>(); mainCamera = GameObject.FindWithTag("MainCamera"); Vector3 camVec = this.transform.position; camVec.z = -10; mainCamera.transform.position = camVec; facing = new string[2]; maxhp = 20; hp = data.playerHp; if (hp == 0) { hp = maxhp; } food = data.food; uiController.UpdateBars(); attack = 5; defense = 5; speed = 1; mindmg = 0; maxdmg = 0; armorDR = 0; EquipWeapon(data.weapon); if (data.armor != null) { EquipArmor(data.armor); } saySomething = ""; }