示例#1
0
    public IEnumerator setTilePrefab(string tileTypeName)
    {
        //Shrink existing tiles
        if (ground != null)
        {
            StartCoroutine(lerpObjToScale(ground, new Vector3(0f, 0, 0f), 0.25f));
        }
        if (tile != null)
        {
            StartCoroutine(lerpObjToScale(tile, new Vector3(0f, 0, 0f), 0.25f));
        }

        //Find new tilePrefab
        GameObject tilePrefab = getTilePrefab(tileTypeName);

        //Wait till existing tiles finish shrinking and delete
        while (tileIsChanging)
        {
            yield return(new WaitForSeconds(0.1f));
        }
        Destroy(tile);
        tile            = Instantiate(tilePrefab, transform.position, transform.rotation, transform);
        currentTileType = getTileTypeByName(tileTypeName);

        isTileBlank = false;
        tile.transform.localScale = Vector3.zero;
        StartCoroutine(lerpObjToScale(tile, new Vector3(0.1f, 1, 0.1f), 0.25f));
        if (!tileTypeName.Contains("Blank"))
        {
            ground.transform.localScale = Vector3.zero;
            ground.SetActive(true);
            StartCoroutine(lerpObjToScale(ground, new Vector3(1.0f, 50.0f, 1.0f), 0.25f));
        }
        yield return(null);
    }
        public void setTileType(tileType type)



        {
            this.type = type;
        }
示例#3
0
        private tileType[,] genTiles()
        {
            tileType[,] tiles = new tileType[size.x, size.y];

            Simplex.Noise.Seed = rngSeed;
            float scale = 0.005f;

            float[,] noiseMap = Simplex.Noise.Calc2D(size.x, size.y, scale);
            vector2f range = getRange(noiseMap);

            for (int x = 0; x < size.x; x++)
            {
                for (int y = 0; y < size.y; y++)
                {
                    tiles[x, y] = tileType.water;

                    if (isInHeight(noiseMap[x, y], range.y, 0.75f))
                    {
                        tiles[x, y] = tileType.sand;
                    }
                    if (isInHeight(noiseMap[x, y], range.y, 0.65f))
                    {
                        tiles[x, y] = tileType.grass;
                    }
                    if (isInHeight(noiseMap[x, y], range.y, 0.05f))
                    {
                        tiles[x, y] = tileType.stone;
                    }
                }
            }

            return(tiles);
        }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.W))
        {
            changePlacingTile(tiletypes[1]);
            activePlacement = true;
        }
        if (Input.GetKeyDown(KeyCode.E))
        {
            changePlacingTile(tiletypes[0]);
            activePlacement = true;
        }
        if (Input.GetMouseButton(1))
        {
            activePlacement  = false;
            mouseIcon.sprite = null;
        }
        if (Input.GetMouseButtonDown(0) && activePlacement)
        {
            Vector3 pos  = Camera.main.ScreenToWorldPoint(Input.mousePosition + new Vector3(0, 0, 10));
            var     tile = tiles.GetTile(tiles.WorldToCell(pos));
            if (tile == airTile && tiles.GetTile(tiles.WorldToCell(pos) + new Vector3Int(0, -1, 0)) != airTile)
            {
                tiles.SetTile(tiles.WorldToCell(pos), placingBuilding.tile);

                var newRoom = new tileType();
                newRoom.position = tiles.CellToWorld(tiles.WorldToCell(pos));
                newRoom.cost     = placingBuilding.cost;
                newRoom.time     = placingBuilding.time;
                newRoom.occupied = false;
                RoomManager.instance.addRoom(newRoom);
            }
        }
    }
 public void changedByButton(tileType newType)
 {
     Debug.Log("Change Type");
     tType = newType;
     if (buttonActive)
     {
         buttonActive = false;
         if (tType == tileType.GateDown)
         {
             var mat = new Material[2];
             mat[0] = gateMaterial[2];
             mat[1] = gateMaterial[0];
             objMeshRenderer.materials = mat;
         }
     }
     else
     {
         buttonActive = true;
         if (tType == tileType.GateUp)
         {
             var mat = new Material[2];
             mat[0] = gateMaterial[2];
             mat[1] = gateMaterial[1];
             objMeshRenderer.materials = mat;
         }
     }
 }
示例#6
0
 private TileProperties[,] areasToTiles(tileType[,] mapAreas)
 {
     var mapTiles = new TileProperties[totalRows,totalCols];
     var thisTile = StaticTiles.GrassTile;
     for (int ii=0; ii<totalRows; ii++)
     {
         for (int jj=0; jj<totalCols; jj++)
         {
             switch (mapAreas[ii,jj])
             {
                 case tileType.outdoor:
                     thisTile = (rand.NextDouble() < 0.7) ? StaticTiles.GrassTile : StaticTiles.ForestTile; // eventually I need to make these into bunched forests
                     break;
                 case tileType.indoor:
                     thisTile = StaticTiles.FloorTile;
                     break;
                 case tileType.door:
                     thisTile = StaticTiles.FloorTile;
                     break;
                 case tileType.wall:
                     thisTile = StaticTiles.WallTile;
                     break;
                 default:
                     thisTile = StaticTiles.GrassTile;
                     break;
             }
             mapTiles[ii,jj] = thisTile;
         }
     }
     return mapTiles;
 }
示例#7
0
    public void Init(Vector2 newCords, tileType newType)
    {
        cords = newCords;
        type  = newType;

        anim.SetTrigger(type.ToString());
    }
示例#8
0
    public GameObject createTile(tileType newTileType)
    {
        GameObject newTile = GameObject.Instantiate(genericTilePrefab);

        newTile.GetComponent <tileStatus> ().setTileType(newTileType);

        return(newTile);
    }
示例#9
0
 public Character(int tempHitPoints, int tempMaxHitPoints, int tempDamage,
                  Tile[] tempCharacterVision, int x, int y, tileType typeTemp) : base(x, y, typeTemp)
 {        //initialize character
     CharacterVision   = tempCharacterVision;
     this.damage       = tempDamage;
     this.hitPoints    = tempHitPoints;
     this.maxHitPoints = tempMaxHitPoints;
 }
示例#10
0
    void Explore(bool bStartingTile = false)
    {
        // set variables
        this.exploration        = 1.0f;
        this.state              = tileState.IDLE;
        this.ressourceSpawnTime = GetSpawnTime();
        GameObject.Find("Board").GetComponent <BoardBehavior>().bExploring = false;

        // update type
        if (bStartingTile)
        {
            this.type = tileType.PLAIN;
        }
        else
        {
            this.type = getRandomType();
            this.progressBar.gameObject.SetActive(false);
        }

        // update material
        switch (this.type)
        {
        case tileType.FOREST:
            this.GetComponent <Renderer>().material = matForest;
            break;

        case tileType.HILL:
            this.GetComponent <Renderer>().material = matHill;
            break;

        case tileType.ROCKY:
            this.GetComponent <Renderer>().material = matRocky;
            break;

        case tileType.MOUNTAIN:
            this.GetComponent <Renderer>().material = matMountain;
            break;

        case tileType.PLAIN:
            this.GetComponent <Renderer>().material = matPlain;
            break;

        default:
            this.GetComponent <Renderer>().material = matUnexplored;
            break;
        }

        // create new neighbor if necessary
        foreach (location loc in location.GetValues(typeof(location)))
        {
            int x = GetNeighborX(loc);
            int y = GetNeighborY(loc);
            if (GameObject.Find("Tile_" + x + "_" + y) == null)
            {
                GameObject.Find("Board").GetComponent <BoardBehavior>().MakeTile(x, y);
            }
        }
    }
        public userTileClass(int Xtemp, int Ytemp, tileType typetemp)



        {
            this.x = Xtemp;
            this.y = Ytemp;
            type   = typetemp;
        }
示例#12
0
 public void setTileType(int typeValue)
 {
     if (typeValue >= 0 & typeValue <= 2)
     {
         thisTilesType = (tileType)typeValue;
     }
     else
     {
         thisTilesType = (tileType)0;
     }
 }
示例#13
0
 public void set(int x, int y, tileType t = tileType.unspecified, int id = -1000)
 {
     if (t != tileType.unspecified)
     {
         g[x + y * width.x].type = t;
     }
     if (id != -1000)
     {
         g[x + y * width.x].id = id;
     }
 }
示例#14
0
 public void copyTile(oldTile tileToCopy)
 {
     this.thisTilesEnergy = tileToCopy.thisTilesEnergy;
     this.thisTilesType   = tileToCopy.thisTilesType;
     this.passable        = tileToCopy.passable;
     this.tileRowNum      = tileToCopy.tileRowNum;
     this.tileColumnNum   = tileToCopy.tileColumnNum;
     this.worldPos        = tileToCopy.worldPos;
     this.gridH           = tileToCopy.gridH;
     this.gridW           = tileToCopy.gridW;
     this.gridIndex       = tileToCopy.gridIndex;
 }
 public StoreObjectReference(GameObject obj, Sprite screenshot, string name_, tileType tileType_, int price_, int objectID_, int subID_)  // Tile constructor
 {
     gameObject_      = obj;
     objectScreenshot = screenshot;
     productName      = name_;
     objectID         = objectID_;
     subID            = subID_;
     objType          = objectType.Tile;
     tilType          = tileType_;
     boxWeight        = -1;
     price            = price_;
 }
示例#16
0
 public Tile(int id, int maxQuantity, Vector3 position, GameObject tileGameObj)
 {
     resourceType        = type(id);
     maxResourceQuantity = maxQuantity;
     gridPosition        = position;
     tileGameObject      = tileGameObj;
     myType = rType(id);
     if (myType == tileType.empty)
     {
         movementCost = 10000;
     }
 }
 public StoreObjectReference(GameObject obj, string name_, int objectID_, int subID_) // misc items constructor, not accessed by user but utilized ingame often
 {
     gameObject_      = obj;
     objectScreenshot = null;
     productName      = name_;
     objectID         = objectID_;
     subID            = subID_;
     tilType          = tileType.none;
     objType          = objectType.Shelf;
     proType          = productType.none;
     boxWeight        = -1;
     price            = 0;
 }
 public StoreObjectReference(GameObject obj, Sprite screenshot, string name_, ContainerType type_, int price_, int objectID_, int subID_, int boxWeight_)
 { // Container constructor
     gameObject_      = obj;
     objectScreenshot = screenshot;
     productName      = name_;
     objectID         = objectID_;
     subID            = subID_;
     boxWeight        = boxWeight_;
     objType          = objectType.Product;
     proType          = productType.container;
     containerType    = type_;
     tilType          = tileType.none;
     price            = price_;
 }
 public StoreObjectReference(GameObject obj, Sprite screenshot, string name_, int price_, int objectID_, int subID_) // Store object addon constructor
 {
     gameObject_      = obj;
     objectScreenshot = screenshot;
     productName      = name_;
     objectID         = objectID_;
     subID            = subID_;
     tilType          = tileType.none;
     objType          = objectType.StoreObjectAddon;
     proType          = productType.none;
     containerType    = ContainerType.none;
     boxWeight        = -1;
     price            = price_;
 }
 public StoreObjectReference(GameObject obj, Sprite screenshot, string name_, productType type_, int price_, int objectID_, int subID_, int boxWeight_) // Product constructor
 {
     gameObject_      = obj;
     objectScreenshot = screenshot;
     productName      = name_;
     objectID         = objectID_;
     subID            = subID_;
     boxWeight        = boxWeight_;
     objType          = objectType.Product;
     tilType          = tileType.none;
     containerType    = ContainerType.none;
     proType          = type_;
     price            = price_;
     color            = ProductColor.GetRandomProductColor();
 }
示例#21
0
    public IEnumerator bookRoom(tileType stay)
    {
        print("booked room");
        stay.occupied = true;
        var guest = Instantiate(customer, stay.position, Quaternion.identity);

        yield return(new WaitForSeconds(stay.time));

        stay.cost = stay.cost;//add price here
        FindObjectOfType <Try1>().addMoney((int)stay.cost);
        Destroy(guest);
        yield return(new WaitForSeconds(schedulingDelay));

        stay.occupied = false;
    }
示例#22
0
    public void loadTile(XmlNode tileNode)
    {
        XmlAttributeCollection tileAttributes = tileNode.Attributes;

        setType = (tileType)typeNames.IndexOf(tileAttributes.GetNamedItem("type").Value);
        wealth  = Convert.ToInt32(tileAttributes.GetNamedItem("wealth").Value);
        food    = Convert.ToInt32(tileAttributes.GetNamedItem("food").Value);
        int waterMask = Convert.ToInt32(tileAttributes.GetNamedItem("RiverOnTile").Value);

        for (int i = 0; i < 6; i++)
        {
            bool water = Convert.ToBoolean(waterMask % 2);
            waterDirections[5 - i] = water;
            if (water)
            {
                hasWater = true;
            }
            waterMask = waterMask >> 1;
        }
        int ownerId = Convert.ToInt32(tileAttributes.GetNamedItem("Owner").Value);

        if (ownerId != -1)
        {
            owner = GameObject.Find("Player" + ownerId).GetComponent <Player>();
        }
        XmlNode tileChildren = tileNode.FirstChild;
        bool    city         = Convert.ToBoolean(tileAttributes.GetNamedItem("City").Value);

        if (city)
        {
            GameObject newCity = Instantiate(Resources.Load <GameObject>("Prefabs/City"));
            newCity.transform.SetParent(transform, false);
            cityOnTile = newCity.GetComponent <City>();
            cityOnTile.loadCity(tileChildren);
            owner.giveCity(cityOnTile);
            tileChildren = tileChildren.NextSibling;
        }

        while (tileChildren != null)
        {
            string     unitType = tileChildren.Name;
            GameObject newUnit  = (GameObject)Instantiate(Resources.Load("Prefabs/" + unitType));
            newUnit.GetComponent <Unit>().loadUnit(tileChildren);
            tileChildren = tileChildren.NextSibling;
        }
        updateTileGraphics();
    }
    bool GenerateRoom(int roomWidth, int roomHeight, tileType roomType)
    {
        int row1 = Random.Range(1, floorArray.GetLength(0) - roomHeight - 2) / 2 * 2 + 1;
        int col1 = Random.Range(1, floorArray.GetLength(1) - roomWidth - 2) / 2 * 2 + 1;

        if (checkValidRoomGen(col1, row1, roomHeight, roomWidth))
        {
            for (int xx = 0; xx < roomHeight; xx++)
            {
                for (int yy = 0; yy < roomWidth; yy++)
                {
                    floorArray[col1 + xx, row1 + yy] = roomType;
                }
            }
            return(true);
        }
        return(false);
    }
示例#24
0
    protected void makeTile(tileType type, int y, int x)
    {
        float yPos = yInitial + (tileWidth * y);
        float xPos = xInitial + (tileWidth * x);

        GameObject newTile;

        if (type == tileType.Floor)
        {
            newTile = Instantiate(floorTile, transform, false);
        }
        else
        {
            newTile = Instantiate(wallTile, transform, false);
        }
        tiles[y, x] = newTile;
        newTile.transform.localPosition = new Vector3(xPos, yPos, 0.0f);
    }
示例#25
0
    public static List <GameObject> GetFieldsOfType_g(tileType type)
    {
        List <GameObject> result = new List <GameObject>();

        for (int y = 0; y < landscape.GetLength(1); y++)
        {
            for (int x = 0; x < landscape.GetLength(0); x++)
            {
                Tile t = landscape[x, y].GetComponent <Tile>();
                if (t.tile_type == type)
                {
                    result.Add(landscape[x, y]);
                }
            }
        }

        return(result);
    }
示例#26
0
    public static List <HexaPos> GetFieldsOfType(tileType type)
    {
        List <HexaPos> result = new List <HexaPos>();

        for (int y = 0; y < landscape.GetLength(1); y++)
        {
            for (int x = 0; x < landscape.GetLength(0); x++)
            {
                Tile t = landscape[x, y].GetComponent <Tile>();
                if (t.tile_type == type)
                {
                    HexaPos temp = new HexaPos(x, y);
                    result.Add(temp);
                }
            }
        }

        return(result);
    }
示例#27
0
    public void TileSwitch(int trigger)
    {
        switch (trigger)
        {
        case 1:
            type          = tileType.Empty;
            sprRen.sprite = empty;
            break;

        case 2:
            type          = tileType.Open;
            sprRen.sprite = open;
            break;

        case 3:
            type          = tileType.Locked;
            sprRen.sprite = locked;
            break;

        case 4:
            type          = tileType.Wall;
            sprRen.sprite = wall;
            break;

        case 5:
            type          = tileType.Target;
            sprRen.sprite = target;
            break;

        case 6:
            type          = tileType.Path;
            sprRen.sprite = path;
            break;

        case 7:
            type          = tileType.Teleporter;
            sprRen.sprite = teleporter;
            break;
        }
    }
示例#28
0
 public MapTile(int x, int y, int offsetX, int offsetY, StringName description, tileType type, char vis)
 {
     _x = x;
     _y = y; 
     _sX = x + offsetX;
     _sY = y + offsetY;
     _Description = description;
     _type = type;
     visual = vis;
     _objects = new List<Object>();
     if (_type == tileType.T_FLOOR || _type == tileType.T_OPENDOOR)
     {
         _isPassable = true;
         _blockVision = false;
     }
     else
     {
         _isPassable = false;
         _blockVision = true;
     }
     _Seen = false;
 }
示例#29
0
        public dungeonFeature(
            tileType _tile              = tileType.NOTHING,
            dungeonLayers _layer        = dungeonLayers.NO_LAYER,
            short _startProbability     = 0,
            short _probabilityDecrement = 0,
            ulong _flags                      = 0,
            string _description               = "",
            lightType _lightFlare             = lightType.NO_LIGHT,
            color _flashColor                 = null, // its ok
            short _effectRadius               = 0,
            tileType _propagationTerrain      = tileType.NOTHING,
            dungeonFeatureTypes _subsequentDF = (dungeonFeatureTypes)0,             // ??
            bool _messageDisplayed            = false
            )
        {
            tile                 = _tile;
            layer                = _layer;
            startProbability     = _startProbability;
            probabilityDecrement = _probabilityDecrement;
            flags                = _flags;
            description          = _description;

            lightFlare = _lightFlare;
            flashColor = _flashColor;
            if (flashColor == null)
            {
                flashColor = Global.black;
                //Debug.LogError( "dungeonFeature flashColor not initialized :"  + tile );
            }


            effectRadius       = _effectRadius;
            propagationTerrain = _propagationTerrain;
            subsequentDF       = _subsequentDF;
            messageDisplayed   = _messageDisplayed;
        } // constructure
示例#30
0
 private Hero Create(tileType Tile)
 {
     throw new NotImplementedException();
 }
示例#31
0
 public GridTile()
 {
     type = tileType.empty;
     id   = -1;
 }
示例#32
0
 public override void Terrashift(tileType type)
 {
 }
示例#33
0
 public Node(int x, int y, tileType tile)
 {
     this.x = x;
     this.y = y;
     this.tile = tile;
 }
示例#34
0
    void cleanLevelGrid()
    {
        int startingPosition = 0;
        int endingPosition = gridSize;
        bool foundOne = false;

        for (int x = 0; x < gridSize; x++)
        {
            for (int y = 0; y < gridSize; y++)
            {
                if (levelGrid[y, x] == tileType.EMPTY)
                    continue;
                else
                {
                    foundOne = true;
                    break;
                }
            }

            if (foundOne) break;

            startingPosition++;
        }

        foundOne = false;

        for (int x = gridSize-1; x >= 0; x--)
        {
            for (int y = 0; y < gridSize; y++)
            {
                if (levelGrid[y, x] == tileType.EMPTY)
                    continue;
                else
                {
                    foundOne = true;
                    break;
                }
            }

            if (foundOne) break;

            endingPosition--;
        }

        int newXSize = endingPosition - startingPosition;

        if (newXSize == gridSize) return;

        tileType[,] newGrid = new tileType[gridSize, newXSize];

        for (int y = 0; y < gridSize; y++)
        {
            for (int x = 0; x < newXSize; x++)
                newGrid[y, x] = levelGrid[y, x + startingPosition];
        }

        levelGrid = newGrid;
    }
示例#35
0
 public void changeType(tileType newType)
 {
     _type = newType;
     switch (_type)
     {
         case tileType.T_CLOSEDDOOR:
             {
                 _isPassable = false;
                 _blockVision = true;
                 visual = '+';
                 _Description = StringName.TILE_DESC_CLOSED_DOOR;
                 break;
             }
         case tileType.T_EMPTY:
             {
                 _isPassable = true;
                 _blockVision = true;
                 visual = ' ';
                 break;
             }
         case tileType.T_FLOOR:
             {
                 _isPassable = true;
                 _blockVision = false;
                 visual = '.';
                 break;
             }
         case tileType.T_OPENDOOR:
             {
                 _isPassable = true;
                 _blockVision = false;
                 _Description = StringName.TILE_DESC_OPEN_DOOR;
                 visual = '/';
                 break;
             }
         case tileType.T_WALL:
             {
                 _isPassable = false;
                 _blockVision = true;
                 visual = '#';
                 break;
             }
     }
     
 }
示例#36
0
    public void ChangeTileType(tileType newType)
    {
        thisTileType = newType;
        UpdateMat();

        if (myMask_reenforcement != null && newType == tileType.empty)
        {
            prop_levelOfReenforcement = 0;
        }
    }
示例#37
0
 private tileType[,] assignAreas()
 {
     var areas = new tileType[totalRows,totalCols];
     for (int rr=0; rr<totalRows; rr++)
     {
         for (int cc=0; cc<totalCols; cc++)
         {
             areas[rr,cc] = tileType.outdoor;
         }
     }
     var sanityCheck = 0;
     var buildingsPlaced = 0;
     var randWid = 0;
     var randHei = 0;
     var randStartRow = 0;
     var randStartCol = 0;
     var placeFree = true;
     while (sanityCheck < insanityLevel && buildingsPlaced < maxBuildings)
     {
         randWid = rand.Next(gutter, (int)Math.Ceiling((totalCols-gutter)/buildingScale));
         randHei = rand.Next(gutter, (int)Math.Ceiling((totalRows-gutter)/buildingScale));
         randStartRow = rand.Next(0,totalRows-randHei-1);
         randStartCol = rand.Next(0,totalCols-randWid-1);
         placeFree = true;
         for (int rr=randStartRow; rr<=randStartRow+randHei; rr++)
         {
             for (int cc=randStartCol; cc<=randStartCol+randWid; cc++)
             {
                 if (areas[rr,cc] == tileType.wall || areas[rr,cc] == tileType.indoor || areas[rr,cc] == tileType.spacer)
                 {
                     placeFree = false;
                     break;
                 }
             }
         }
         if (placeFree)
         {
             var doorsPlaced = 0;
             for (int rr=randStartRow; rr<=randStartRow+randHei; rr++)
             {
                 for (int cc=randStartCol; cc<=randStartCol+randWid; cc++)
                 {
                     if (rr==randStartRow || rr==randStartRow+randHei || cc==randStartCol || cc==randStartCol+randWid)
                     {
                         areas[rr,cc] = tileType.wall;
                         if ((rr==randStartRow || rr==randStartRow+randHei) ^ (cc==randStartCol || cc==randStartCol+randWid)) {
                             if (rand.NextDouble() < 0.2 && doorsPlaced < 2) {
                                 areas[rr,cc] = tileType.door;
                                 doorsPlaced++;
                             }
                         }
                     } else
                     {
                         areas[rr,cc] = tileType.indoor;
                     }
                 }
             }
             for (int rr=randStartRow; rr<=randStartRow+randHei; rr++)
             {
                 if (randStartCol>0)
                 {
                     areas[rr,randStartCol-1] = tileType.spacer;
                 }
                 if (randStartCol+randWid+1 < totalCols-1)
                 {
                     areas[rr,randStartCol+randWid+1] = tileType.spacer;
                 }
             }
             for (int cc=randStartCol; cc<=randStartCol+randWid; cc++)
             {
                 if (randStartRow>0)
                 {
                     areas[randStartRow-1,cc] = tileType.spacer;
                 }
                 if (randStartRow+randHei+1 < totalRows-1)
                 {
                     areas[randStartRow+randHei+1,cc] = tileType.spacer;
                 }
             }
             buildingsPlaced++;
         }
         sanityCheck++;
     }
     return areas;
 }
示例#38
0
    // Use this for initialization
    void Start()
    {
        // randomly convert stones to gems // this is a temporary implementation of "random" level generation
        if (thisTileType == tileType.rock & Random.Range(0, 35) == 0)
        {
            thisTileType = tileType.rockWithGem;
        }

        UpdateMat();
        int[] thisTileXandY = GetTilePosition();
        thisTileX = thisTileXandY[0];
        thisTileY = thisTileXandY[1];

        // specify which tile types are structural
        structureTypes.Add(tileType.structure);
        structureTypes.Add(tileType.structure_reenforced);
        structureTypes.Add(tileType.structure_reenforced_2);
        structureTypes.Add(tileType.structure_mining);
        structureTypes.Add(tileType.structure_factory);
        structureTypes.Add(tileType.structure_mill);
        structureTypes.Add(tileType.structure_residence);
        structureTypes.Add(tileType.structure_community);
        structureTypes.Add(tileType.structure_sonar);
        structureTypes.Add(tileType.structure_sonar_positive);

        // specify which tile types are non-load bearing structural
        structureTypesNonLoadBearing.Add(tileType.structure);
        structureTypesNonLoadBearing.Add(tileType.structure_mining);
        structureTypesNonLoadBearing.Add(tileType.structure_factory);
        structureTypesNonLoadBearing.Add(tileType.structure_mill);
        structureTypesNonLoadBearing.Add(tileType.structure_residence);
        structureTypesNonLoadBearing.Add(tileType.structure_community);
        structureTypesNonLoadBearing.Add(tileType.structure_sonar);
        structureTypesNonLoadBearing.Add(tileType.structure_sonar_positive);
    }
示例#39
0
 public Character(int tempX, int tempY, tileType typeTemp) : base(tempX, tempY, typeTemp)
 {
 }
示例#40
0
 //TileObject Constructor
 public TileObject(Vector2 position,tileType type)
 {
     this.position = position;
     this.type = type;
 }
示例#41
0
	public void setTileType( int x, int y, tileType type ){
		grid_data[x,y] = type;
	}