private void ShowFieldList() { divImportCase.Style.Add("display", "none"); this.divCaseFieldsList.Style.Add("display", "block"); DataSet ds = BLL.CompanyBLL.GetCacheFields(CompanyID, ImportType); this.GridCase.DataSource = ds; GridCase.DataBind(); TotalRecord = ds.Tables[0].Rows.Count.ToString(); }
void Generate(WaveInfo info) { GridCase gc = spacePartition.FindSpace (info.depth); Enemy enemy = Instantiate (info.prefab).GetComponent<Enemy> (); enemy.InitializeEnemy (this, gc.index, planet.transform); enemy.transform.position = gc.position; // Same as LookAt *Blow my mind* enemy.transform.right = planet.transform.position - enemy.transform.position; enemy.Generate (); remainingSpawn--; }
void PopulateGrid() { float stepAngle = angle / (float)spaceAngleSize; float startAngle = -angle / 2 + stepAngle / 2; int index = 0; for (int d = 0; d < depth; d++) { for (int i = 0; i < spaceAngleSize; i++, index++) { GridCase c = new GridCase(index); c.position.Set(0f, minDistance + d, 0f); c.position = RotateAroundPoint(c.position, planetCenter.position, new Vector3(0f, 0f, startAngle + stepAngle * i)); grid.Add(c); } } }