void Update()
 {
     //initialize bord if data had recevied
     if (!bordInitialized)
     {
         foreach (Vector3 vec in walles)
         {
             Instantiate(wall, vec, initializingRotation);
         }
         foreach (Vector3 vec in stones)
         {
             Instantiate(stone, vec, initializingRotation);
         }
         foreach (Vector3 vec in waters)
         {
             Instantiate(water, vec, initializingRotation);
         }
         bordInitialized = true;
     }
     while (coinsToDraw.Count > 0)
     {
         CoinObject c = coinsToDraw[0];
         coinsToDraw.RemoveAt(0);
         GameObject game = Instantiate(coin, c.getPosition(), initializingRotation) as GameObject;
         //Send data to coin. So that it can work independently later
         game.SendMessage("setValues", new int[] { c.getTimeLeft(), c.getCoinValue() });
         UnityEngine.Debug.logger.Log("Coin   " + c.getX() + "," + c.getY() + " " + c.getCoinValue() + "  time" + c.getTimeLeft());
     }
     while (healthToDraw.Count > 0)
     {
         HealthObject c = healthToDraw[0];
         healthToDraw.RemoveAt(0);
         GameObject game = Instantiate(health, c.getPosition(), initializingRotation) as GameObject;
         //Send data to coin. So that it can work independently later
         game.SendMessage("setValues", c.getTimeLeft());
         UnityEngine.Debug.logger.Log("Health   " + c.getX() + "," + c.getY() + "  time" + c.getTimeLeft());
     }
 }
Beispiel #2
0
    void Update()
    {
        if (!bordcreated)
        {
            foreach (Vector3 vec in wallList)
            {
                Instantiate(wall, vec, initializingRotation);
            }
            foreach (Vector3 vec in stoneList)
            {
                Instantiate(stone, vec, initializingRotation);
            }
            foreach (Vector3 vec in waterList)
            {
                Instantiate(water, vec, initializingRotation);
            }

            bordcreated = true;
        }

        while (coinsToDraw.Count > 0)
        {
            CoinObject c = coinsToDraw[0];
            coinsToDraw.RemoveAt(0);
            GameObject game = Instantiate(coin, c.getPosition(), initializingRotation) as GameObject;
            game.SendMessage("setValues", new int[] { c.getTimeLeft(), c.getCoinValue() });
            UnityEngine.Debug.logger.Log("Coin   " + c.getX() + "," + c.getY() + " " + c.getCoinValue() + "  time" + c.getTimeLeft());
        }

        while (healthToDraw.Count > 0)
        {
            HealthObject c = healthToDraw[0];
            healthToDraw.RemoveAt(0);
            GameObject game = Instantiate(health, c.getPosition(), initializingRotation) as GameObject;
            game.SendMessage("setValues", c.getTimeLeft());
            UnityEngine.Debug.logger.Log("Health   " + c.getX() + "," + c.getY() + "  time" + c.getTimeLeft());
        }

        while (toInstanciate.Count > 0)
        {
            //toInstanciate.RemoveAt(0);
            List <string> list = toInstanciate.Dequeue() as List <string>;


            String[] cod       = list[1].ToString().Split(',');
            Vector3  pPosition = new Vector3(Int32.Parse(cod[0]), -Int32.Parse(cod[1]));

            Quaternion rotation   = Quaternion.Euler(0, 0, 0);
            int        pDirection = Int32.Parse(list[2].ToString());
            if (pDirection == 0)
            {
                rotation = Quaternion.Euler(0, 0, 0);
            }
            if (pDirection == 1)
            {
                rotation = Quaternion.Euler(0, 0, -90);
            }
            if (pDirection == 2)
            {
                rotation = Quaternion.Euler(0, 0, 180);
            }
            if (pDirection == 3)
            {
                rotation = Quaternion.Euler(0, 0, 90);
            }

            /*if (list[0].ToString()=="P0")
             * {
             *  if (!isInstanciate)
             *  {
             *      GameObject clone = (GameObject)Instantiate(player, pPosition, rotation);
             *      //Destroy(clone, 1.25f);
             *      isInstanciate = true;
             *  }
             * }*/

            if (list[0].ToString() == "P0")
            {
                GameObject clone = (GameObject)Instantiate(tank, pPosition, rotation);
                Destroy(clone, 1.25f);
            }

            if (list[0].ToString() == "P1")
            {
                GameObject clone = (GameObject)Instantiate(tank, pPosition, rotation);
                Destroy(clone, 1.25f);
            }

            if (list[0].ToString() == "P2")
            {
                GameObject clone = (GameObject)Instantiate(tank, pPosition, rotation);
                Destroy(clone, 1.25f);
            }

            if (list[0].ToString() == "P3")
            {
                GameObject clone = (GameObject)Instantiate(tank, pPosition, rotation);
                Destroy(clone, 1.25f);
            }

            if (list[0].ToString() == "P4")
            {
                GameObject clone = (GameObject)Instantiate(tank, pPosition, rotation);
                Destroy(clone, 1.25f);
            }

            if (list[0].ToString() == "P5")
            {
                GameObject clone = (GameObject)Instantiate(tank, pPosition, rotation);
                Destroy(clone, 1.25f);
            }
        }
    }