public GameObject DrawDeadEnd(Coordinate coords, Direction direction)
        {
            float x = translator.translateToSceneRow(coords.x);
            float y = translator.translateToSceneColumn(coords.y);

            return(Instantiate(tiles.deadEndRoadTile, new Vector3(x, y, 0f),
                               Quaternion.Euler(0, 0, (float)direction)) as GameObject);
        }
        public GameObject DrawDeadEndSegment(PathNode[] nodes, PathNode node)
        {
            PathNode  connectedNode = nodes[node.connectedNodes[0]];
            Direction direction     = RelativeDirection(node, connectedNode);
            float     x             = translator.translateToSceneRow(node.coords.x);
            float     y             = translator.translateToSceneColumn(node.coords.y);

            return(Instantiate(tiles.deadEndRoadTile, new Vector3(x, y, 0f),
                               Quaternion.Euler(0, 0, (float)direction)) as GameObject);
        }
        public void TranslateRowTest()
        {
            var mapSettings = new Installer.Settings.MapSettings();

            mapSettings.rows    = 8;
            mapSettings.columns = 10;
            var boardTranslator = new BoardTranslator(mapSettings);

            Assert.AreEqual(2, boardTranslator.translateToSceneRow(6));
            Assert.AreEqual(-4, boardTranslator.translateToSceneRow(0));
        }
 private void SetupBoard()
 {
     for (int x = 0; x < columns; x++)
     {
         for (int y = 0; y < rows; y++)
         {
             SetStaticWithBoardAsParent(
                 Instantiate(floorTiles.grassTile,
                             new Vector3(translator.translateToSceneRow(x, true), translator.translateToSceneColumn(y, true), 0f),
                             Quaternion.identity) as GameObject);
         }
     }
 }
 public GameObject[] SetupDecorations(LevelDecor[] decorations)
 {
     GameObject[] decorationObjects = new GameObject[decorations.Length];
     for (int currentIndex = 0; currentIndex < decorations.Length; currentIndex++)
     {
         LevelDecor decoration = decorations[currentIndex];
         GameObject tile;
         Dictionary <String, GameObject> nameToTile = new Dictionary <String, GameObject>();
         nameToTile.Add("tree1", tiles.tree1Tile);
         nameToTile.Add("tree2", tiles.tree2Tile);
         nameToTile.Add("bush", tiles.bushTile);
         nameToTile.Add("pond", tiles.pondTile);
         tile = null;
         if (nameToTile.TryGetValue(decoration.decorName, out tile))
         {
             float row    = translator.translateToSceneRow(decoration.x / 100f, false);
             float column = translator.translateToSceneColumn(decoration.y / 100f, false);
             decorationObjects[currentIndex] = Instantiate(tile,
                                                           new Vector3(row, column, 0f),
                                                           Quaternion.identity) as GameObject;
         }
         else
         {
             decorationObjects[currentIndex] = new GameObject();
         }
     }
     return(decorationObjects);
 }