public void Instantiate(Object[,,] objects, GameObject parent, TerrainType[,] generatedMapInfo) { for (int zi = 0; zi < generatedMapInfo.GetLength(0); zi++) { for (int xi = 0; xi < generatedMapInfo.GetLength(1); xi++) { switch (generatedMapInfo[zi, xi]) { case TerrainType.InsideWall: case TerrainType.Wall: Utils.Position position = new Utils.Position() { coordinate = new Utils.Coordinate() { x = xi, z = zi }, layer = Utils.Layer.Character }; objects[xi, zi, (int)Utils.Layer.Character] = new NormalWall(position); break; case TerrainType.Way: break; case TerrainType.Room: break; default: break; } } } }
public Item(Utils.Position position) : base(position) { }
public Character(Utils.Position position) : base(position) { }
public Enemy(Utils.Position position) : base(position) { }
protected MapObject(Utils.Position position) : base(position) { }
public Player(Utils.Position position) : base(position) { }