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Converted to 2d

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smz11006 committed Dec 3, 2015
1 parent f1d36b9 commit 24817a283abd3bdef7fdc7611398a2637cae54f9
Showing with 1,265 additions and 38 deletions.
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  73. BIN Roguelike/ProjectSettings/TagManager.asset
  74. +2 −0 Roguelike/Roguelike.CSharp.csproj
  75. +13 −33 Roguelike/Roguelike.sln
  76. +9 −0 Roguelike2d/Assets/Prefabs.meta
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  111. +152 −0 Roguelike2d/Assets/Script/ProdGen/BoardManager.cs
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  141. BIN Roguelike2d/ProjectSettings/AudioManager.asset
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  143. BIN Roguelike2d/ProjectSettings/EditorBuildSettings.asset
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  146. BIN Roguelike2d/ProjectSettings/InputManager.asset
  147. BIN Roguelike2d/ProjectSettings/NavMeshAreas.asset
  148. BIN Roguelike2d/ProjectSettings/NetworkManager.asset
  149. BIN Roguelike2d/ProjectSettings/Physics2DSettings.asset
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  151. +2 −0 Roguelike2d/ProjectSettings/ProjectVersion.txt
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  153. BIN Roguelike2d/ProjectSettings/TagManager.asset
  154. BIN Roguelike2d/ProjectSettings/TimeManager.asset
  155. BIN Roguelike2d/ProjectSettings/UnityAdsSettings.asset
  156. BIN Roguelike2d/ProjectSettings/UnityAnalyticsManager.asset

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@@ -3,8 +3,8 @@
using System.Collections.Generic; //Allows us to use lists
using Random = UnityEngine.Random; // Tells Random to use Untiy Engine Random number generator
//++Add in Comments++
namespace Completed
{
//namespace Completed
//{

public class BoardManager : MonoBehaviour {
//Using serializable allows us to embed a class wit hsub properties in sinpsector
@@ -90,42 +90,63 @@ void BoardSetup()
//RanndomPosition returns a random position from our gridpositions
Vector3 RandomPosition()
{
//Declare an integer randomInxdex, set its value to a ranom umber btween 0 and the count of items
int randomIndex = Random.Range(0, gridPositions.Count);

//Declare a variable of type Vector3 called Randomp position, set its value to the etnry ant RandomIndex
Vector3 randomPosition = gridPositions[randomIndex];

//Remove the etnry at randomIndex from the list so that it can't be re-used
gridPositions.RemoveAt(randomIndex);

//return the randomly selected Vector3 position
return randomPosition;
}

//
//LaoyutObjectAtRandom acepts an array of game obejcts to choose from along with a minimu and maximum
void LayoutObjectAtRandom(GameObject[] tileArray, int minimum, int maximum)
{
//Choose a random number of objects to instanciate within the minimum and maximum limits
int objectCount = Random.Range(minimum, maximum + 1);
//Instanciate objects until the randomly chosen limit objectcount is reached
for(int i = 0; i< objectCount; i++)
{

//Choose a random number of objects to isnanciate wtihin the minimum and maximum limits
Vector3 randomPosition = RandomPosition();

//Choose a random tile from tile Array and assign it to tileChoice
GameObject tileChoice = tileArray[Random.Range(0, tileArray.Length)];

//Insanciate tileCHoice at the position returned by RandomPositon with no change in rotation
Instantiate(tileChoice, randomPosition, Quaternion.identity);
}
}


//SetupScene initializeds our level and calls the previous functions to lay out the game board
public void SetupScene(int level)
{
//creates the outer walls and floor
BoardSetup();

//resets our list of gridposionts
InitialiseList();

//Instanciate a random number of walll tiles based on min/max, at random positions
LayoutObjectAtRandom(wallTiles, wallCount.minimum, wallCount.maximum);

//Instanciate a random number of food tiles based on min/max, at random positions
LayoutObjectAtRandom(foodTiles, foodCount.minimum, foodCount.maximum);

//Determine number of enemies based on current level number, based on logarithim progression
int enemyCount = (int)Mathf.Log(level, 2f);

//Instanciate arndom number of enmies based on min/max, at random positions
LayoutObjectAtRandom(enemyTiles, enemyCount, enemyCount);

//Instanciate the xtilre til in the upper right hand corner of our game board
Instantiate(exit, new Vector3(columns - 1, rows - 1, 0f), Quaternion.identity);
}

}
}
//}
@@ -0,0 +1,25 @@
using UnityEngine;
using System.Collections;

public class GameManager : MonoBehaviour {

public BoardManager boardScript;

private int level = 3;
// Use this for initialization
void Awake ()
{
boardScript = GetComponent<BoardManager>();

}

void InitGame()
{
boardScript.SetupScene(level);
}

// Update is called once per frame
void Update () {

}
}

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BIN +3.27 KB (100%) Roguelike/Library/assetDatabase3
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BIN +24 Bytes (100%) Roguelike/Library/expandedItems
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@@ -71,6 +71,8 @@
<Compile Include="Assets\Scripts\EnemySkeleton.cs" />
<Compile Include="Assets\Scripts\EnemyZombie.cs" />
<Compile Include="Assets\Scripts\Player.cs" />
<Compile Include="Assets\Scripts\ProdGen\BoardManager.cs" />
<Compile Include="Assets\Scripts\ProdGen\GameManager.cs" />
<Compile Include="Assets\iTweenEditor\Examples\StartAndStopTween.cs" />
<Compile Include="Assets\iTweenEditor\Helper Classes\EventParamMappings.cs" />
<Compile Include="Assets\iTweenEditor\Helper Classes\Vector3OrTransform.cs" />
@@ -1,46 +1,26 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2015
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Roguelike.CSharp.Editor", "Roguelike.CSharp.Editor.csproj", "{CAED324B-6229-B97C-3095-98CF546CD4B6}"
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