// each tiles num // each tile red or blue // private void InitGrid(int row, int column) { int min = 1; int max = 45; int tileSize = 2; float tileHeight = 0f; gridList = new List <Grid> (); for (int j = 0; j < column; j++) { for (int i = 0; i < row; i++) { int num = Random.Range(min, max + 1); TileIntent intent = (TileIntent)Random.Range(0, Enum.GetValues(typeof(TileIntent)).Length); Vector3 pos = new Vector3(i * tileSize, tileHeight, j * tileSize); Debug.Log("Installing Tiles... "); Debug.Log(num + ":::" + intent + ":::" + pos); Debug.Log("Finished Instailling Tiles... "); GameObject tr = Instantiate(tilePrefab, pos, Quaternion.identity) as GameObject; gridList.Add(new Grid(tr.transform, num, intent)); } } }
public Grid(Transform tr, int num, TileIntent tileIntent) { this.tr = tr; tr.gameObject.AddComponent <Tile>(); tr.GetComponent <Tile>().Init(this, num); this.num = num; this.pos = tr.position; TurnIntent(tileIntent); }
private void TurnIntent(TileIntent tileIntent) { this.tileIntent = tileIntent; switch (tileIntent) { case TileIntent.PLUS: this.tr.GetComponent <MeshRenderer> ().material.color = Color.red; break; case TileIntent.MINUS: this.tr.GetComponent <MeshRenderer> ().material.color = Color.blue; break; } }