private void Awake() { // Find the tilemap game object and cache the behaviour. m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>(); if (m_tileMap == null) Debug.LogError("TileMapBehaviour not found"); }
private void Awake() { // Find the tilemap game object and cache the behaviour. m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>(); if (m_tileMap == null) { Debug.LogError("TileMapBehaviour not found"); return; } // Rather than hardcode the resolution of a tile, use the size of the first sprite. var tileSheet = m_tileMap.TileSheet; if (tileSheet.Count == 0) { Debug.LogError("Add some sprites before running the game"); return; } var spriteSize = tileSheet.Get(0).rect; // Define and apply the settings for the tilemap. var settings = new TileMeshSettings(SizeX, SizeY, (int)spriteSize.width); m_tileMap.MeshSettings = settings; // Map type of tile to sprite m_tiles = new TileEnumMapper<TileType>(m_tileMap); m_tiles.Map(TileType.Wall, "Wall2"); m_tiles.Map(TileType.Floor, "Floor"); m_tiles.Map(TileType.StairsUp, "StairsUp"); m_tiles.Map(TileType.StairsDown, "StairsDown"); }
void Awake() { m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>(); // TODO add keyboard input, calling UpdateVision after each change in position //m_input = GetComponent<KeyboardInputBehaviour>(); }
public TileEnumMapper(TileMapBehaviour tileMap) { if (tileMap == null) { throw new ArgumentNullException("tileMap"); } m_tileMap = tileMap; }
// Use this for initialization void Start () { // The TileMapVisibilityBehaviour should be created by the TileMapBehaviour as a child m_tileMap = transform.parent.GetComponent<TileMapBehaviour>(); if (m_tileMap == null) throw new InvalidOperationException("TileMapVisibility GameObject is not a child of TileMap, did you create it yourself?"); AttachToTileMap(m_tileMap); }
public void Initialize(TileMapBehaviour parent, TileMeshSettings settings) { if (Initialized) { throw new InvalidOperationException("Already initialized"); } m_parent = parent; m_settings = settings; Initialized = true; }
void Start() { fb.setDirectory(Application.streamingAssetsPath); fb.setLayout(1); fb.guiSkin = skins[0]; fb.fileTexture = file; fb.directoryTexture = folder; fb.backTexture = back; fb.driveTexture = drive; fb.showSearch = true; fb.searchRecursively = true; tileMap = FindObjectOfType <UnityTileMap.TileMapBehaviour>(); tileMapGame = FindObjectOfType <TileMapGameBahaviour>(); }
private void OnEnable() { m_tileMap = (TileMapBehaviour)target; m_tileSheet = m_tileMap.TileSheet; var meshSettings = m_tileMap.MeshSettings; if (meshSettings != null) { m_tilesX = meshSettings.TilesX; m_tilesY = meshSettings.TilesY; m_tileResolution = meshSettings.TileResolution; m_tileSize = meshSettings.TileSize; m_meshMode = meshSettings.MeshMode; m_textureFormat = meshSettings.TextureFormat; } m_activeInEditMode = m_tileMap.ActiveInEditMode; }
public void AttachToTileMap(TileMapBehaviour tileMap) { m_tileMap = tileMap; // position the visibility graphics to match the tile map // TODO doesnt support moving the tile map after visibility has been attached transform.position = m_tileMap.transform.position; // create the texture that will cover the unseen parts of the map with black, one pixel per tile // TODO add support for resizing map after its been attached m_texture = new Texture2D( m_tileMap.MeshSettings.TilesX, m_tileMap.MeshSettings.TilesY, TextureFormat.RGBA32, false); m_texture.name = "TileMapVisibilityTexture"; m_texture.filterMode = FilterMode.Point; // TODO filter mode selected by user? // m_texture.alphaIsTransparency = true; // setup the grid to cache status, so we dont draw on the texture when we dont have to m_visible = new Grid<bool>(); m_visible.SetSize(m_texture.width, m_texture.height, true); // paint all tiles invisible initially for (int x = 0; x < m_texture.width; x++) for (int y = 0; y < m_texture.height; y++) SetTileVisible(x, y, false); m_texture.Apply(); // create a sprite that will cover the map, upscaling each pixel to cover a tile var textureRect = new Rect(0, 0, m_texture.width, m_texture.height); var sprite = Sprite.Create(m_texture, textureRect, Vector2.zero); sprite.name = "TileMapVisibilitySprite"; m_spriteRenderer.sprite = sprite; // scale to cover tilemap transform.localScale = new Vector3(100, 100, 0f); // TODO is this because 100 pixels per unit? // setup the grid to cache status, so we dont draw on the texture when we dont have to m_visible = new Grid<bool>(); m_visible.SetSize(m_texture.width, m_texture.height, false); }
public TilePainter(TileMapBehaviour tileMap) { if (tileMap == null) throw new ArgumentNullException("tileMap"); m_tileMap = tileMap; }
private void Start() { noMove = true; simula = false; syncRunEvent = new AnimationEvent(); anim = transform.Search ("character_rig").GetComponent<Animator> (); effects = transform.Search ("Effects Keen").gameObject; var tileMapGameObject = GameObject.Find("TileMap"); m_tileMap = tileMapGameObject.GetComponent<TileMapBehaviour>(); if (m_tileMap == null) Debug.LogError("TileMapBehaviour not found"); m_levelBehaviour = tileMapGameObject.GetComponent<LevelBehaviour>(); if (m_levelBehaviour == null) Debug.LogError("LevelBehaviour not found"); m_sceneFadeInOut = GameObject.Find("SceneFader").GetComponent<SceneFadeInOut>(); if (m_sceneFadeInOut == null) Debug.LogError("SceneFadeInOut not found"); enemieBehaviourGameObject = GameObject.Find("Enemies"); if (enemieBehaviourGameObject == null) Debug.LogError ("EnemieBehaviour not found"); itemBehaviourGameObject = GameObject.Find("Itens"); if (itemBehaviourGameObject == null) Debug.LogError ("itens obj not found"); blocks = GameObject.Find("Blocks"); if (blocks == null) { Debug.LogError("blocks not found"); return; } mapPrefab= GameObject.Find("Map"); if (mapPrefab == null) { Debug.LogError("Map not found"); return; } swipeToMove = 10; updadeEnemie = false; move_slash = false; enterDoor = 0; haveKey = false; lifeHitParticle.GetComponent<ParticleSystem> ().enableEmission = false; velReal = vel; }
private void Awake() { m_tileMapBehaviour = GetComponent<TileMapBehaviour>(); if (m_tileMapBehaviour == null) Debug.LogError("TileMapBehaviour not found"); }
void Awake() { // TODO a general way to find and attach to a tile map m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>(); }
// Use this for initialization private void Start() { m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>(); if (m_tileMap == null) Debug.LogError("TileMapBehaviour not found"); }
public void Initialize(TileMapBehaviour parent, TileMeshSettings settings) { if (Initialized) throw new InvalidOperationException("Already initialized"); m_parent = parent; m_settings = settings; Initialized = true; }
private void Awake() { // Find the tilemap game object and cache the behaviour. m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>(); if (m_tileMap == null) { Debug.LogError("TileMapBehaviour not found"); return; } itens = GameObject.Find("Itens"); if (itens == null) { Debug.LogError("itens not found"); return; } blocks = GameObject.Find("Blocks"); if (blocks == null) { Debug.LogError("blocks not found"); return; } mapPrefab= GameObject.Find("Map"); if (mapPrefab == null) { Debug.LogError("Map not found"); return; } enemies = GameObject.Find ("Enemies"); if (enemies == null) { Debug.LogError("Enemies not found"); return; } tmx_map = GameObject.Find ("TMX - MAP"); if (enemies == null) { Debug.LogError("tmx map not found"); return; } // Rather than hardcode the resolution of a tile, use the size of the first sprite. var tileSheet = m_tileMap.TileSheet; if (tileSheet.Count == 0) { Debug.LogError("Add some sprites before running the game"); return; } var spriteSize = tileSheet.Get(0).rect; // Define and apply the settings for the tilemap. var settings = new TileMeshSettings(SizeX, SizeY, (int)spriteSize.width); m_tileMap.MeshSettings = settings; // Map type of tile to sprite m_tiles = new TileEnumMapper<TileType>(m_tileMap); m_tiles.Map(TileType.Wall, "Wall2"); m_tiles.Map(TileType.Floor, "Floor"); m_tiles.Map(TileType.Totem, "Totem"); m_tiles.Map(TileType.Totem1, "Totem1"); m_tiles.Map(TileType.Totem2, "Totem2"); m_tiles.Map(TileType.ALWAYS_CLOSED_DOOR, "ALWAYS_CLOSED_DOOR"); m_tiles.Map(TileType.ALWAYS_OPEN_DOOR, "ALWAYS_OPEN_DOOR"); m_tiles.Map(TileType.LOCALLY_CLOSED_DOOR, "LOCALLY_CLOSED_DOOR"); m_tiles.Map(TileType.KEY_RECQUIRING_DOOR, "KEY_RECQUIRING_DOOR"); m_tiles.Map(TileType.GEM, "GEM"); m_tiles.Map(TileType.BIG_CRYSTAL, "BIG_CRYSTAL"); m_tiles.Map(TileType.SMALL_CRYSTAL, "SMALL_CRYSTAL"); m_tiles.Map(TileType.CLIPPING, "CLIPPING"); m_tiles.Map(TileType.ONE_HP_REFILL, "ONE_HP_REFILL"); m_tiles.Map(TileType.ENEMY_INSTANCE, "ENEMY_INSTANCE"); m_tiles.Map(TileType.COLLECTIBLE_INSTANCE, "COLLECTIBLE_INSTANCE"); m_tiles.Map(TileType.KEY, "KEY"); }