Fixed content generation, cleaned up project, v1.2.0

This commit is contained in:
Nicola Sovic
2022-04-06 23:18:13 +02:00
parent 9ad62b8b79
commit 16568360a0
67 changed files with 44 additions and 3567 deletions

View File

@@ -11,19 +11,22 @@ public class Tile : MonoBehaviour
float borderSouth;
float borderWest;
System.Random rand = new System.Random();
string tilename;
string tiletype;
GameObject contentGenerator;
List<GameObject> aliveEnemies = new List<GameObject>();
List<GameObject> deadEnemies = new List<GameObject>();
public void generateTile(Vector3 pos, string name)
public void generateTile(Vector3 pos, string type)
{
tilename = name;
if (tiletype == null)
{
tiletype = type;
}
contentGenerator = GameObject.Find("ContentGenerator");
setPosition(pos);
setBorders();
generateContent();
generateContent();
}
public void setBorders()
@@ -36,7 +39,7 @@ public class Tile : MonoBehaviour
public void generateContent()
{
if (!tilename.ToLower().Equals("City"))
if (!tiletype.ToLower().Equals("City"))
{
foreach (Vector3 position in getSpawnLocations())
{
@@ -67,7 +70,7 @@ public class Tile : MonoBehaviour
int chance = rand.Next(1, 101);
if (chance >= 50)
{
GameObject content = contentGenerator.GetComponent<ContentGenerator>().generateContent(tilename);
GameObject content = contentGenerator.GetComponent<ContentGenerator>().generateContent(tiletype);
if (content != null)
{
GameObject obj = Instantiate(content, position, Quaternion.identity);
@@ -90,6 +93,11 @@ public class Tile : MonoBehaviour
return position;
}
public void setType(string tiletype)
{
this.tiletype = tiletype;
}
public bool leftTile(float playerX, float playerZ)
{
bool result = false;