Ejemplo n.º 1
0
	void Awake()
	{
		m_cellCount = Cells;
		m_cellDimensions = CellDimensions;

		m_cellPrefab = GameObject.Instantiate(Resources.Load("Prefabs/Levels/GridCell"), Vector3.zero, Quaternion.identity) as GameObject;
		m_blockPrefabs = new List<GameObject>()
		{
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/EmptyBlock"), Vector3.zero, Quaternion.identity) as GameObject,
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/Movable"), Vector3.zero, Quaternion.identity) as GameObject,
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/NonMovable"), Vector3.zero, Quaternion.identity) as GameObject,
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/LaneChangerLeft"), Vector3.zero, Quaternion.identity) as GameObject,
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/LaneChangerRight"), Vector3.zero, Quaternion.identity) as GameObject,
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/LaneChangerSwipe"), Vector3.zero, Quaternion.identity) as GameObject,
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/SlowPowerUp"), Vector3.zero, Quaternion.identity) as GameObject,
			GameObject.Instantiate(Resources.Load("Prefabs/Blocks/BombPowerUp"), Vector3.zero, Quaternion.identity) as GameObject,
		};
		m_paralaxFarPrefab = GameObject.Instantiate(Resources.Load("Prefabs/Levels/ParalaxFar"), Vector3.zero, Quaternion.identity) as GameObject;
		m_paralaxNearPrefab = GameObject.Instantiate(Resources.Load("Prefabs/Levels/ParalaxNear"), Vector3.zero, Quaternion.identity) as GameObject;
	}
Ejemplo n.º 2
0
    void Awake()
    {
        m_cellCount      = Cells;
        m_cellDimensions = CellDimensions;

        m_cellPrefab   = GameObject.Instantiate(Resources.Load("Prefabs/Levels/GridCell"), Vector3.zero, Quaternion.identity) as GameObject;
        m_blockPrefabs = new List <GameObject>()
        {
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/EmptyBlock"), Vector3.zero, Quaternion.identity) as GameObject,
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/Movable"), Vector3.zero, Quaternion.identity) as GameObject,
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/NonMovable"), Vector3.zero, Quaternion.identity) as GameObject,
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/LaneChangerLeft"), Vector3.zero, Quaternion.identity) as GameObject,
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/LaneChangerRight"), Vector3.zero, Quaternion.identity) as GameObject,
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/LaneChangerSwipe"), Vector3.zero, Quaternion.identity) as GameObject,
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/SlowPowerUp"), Vector3.zero, Quaternion.identity) as GameObject,
            GameObject.Instantiate(Resources.Load("Prefabs/Blocks/BombPowerUp"), Vector3.zero, Quaternion.identity) as GameObject,
        };
        m_paralaxFarPrefab  = GameObject.Instantiate(Resources.Load("Prefabs/Levels/ParalaxFar"), Vector3.zero, Quaternion.identity) as GameObject;
        m_paralaxNearPrefab = GameObject.Instantiate(Resources.Load("Prefabs/Levels/ParalaxNear"), Vector3.zero, Quaternion.identity) as GameObject;
    }
Ejemplo n.º 3
0
    public void Init(int width, int height, StreamReader reader = null)
    {
        if (m_cells != null)
        {
            Reset();
            return;
        }

        if (m_cellCount == null)
        {
            m_cellCount = new CellCount();
        }

        m_cellCount.X = width;
        m_cellCount.Y = height;

        m_cells = new List <List <GameObject> >(m_cellCount.Y);
        for (int y = 0; y < m_cellCount.Y; ++y)
        {
            List <GameObject> newColumn = new List <GameObject>(m_cellCount.X);
            for (int x = 0; x < m_cellCount.X; ++x)
            {
                GameObject cell = GameObject.Instantiate(m_cellPrefab);
                GameObject tile = null;
                if (reader != null)
                {
                    int index = int.Parse(reader.ReadLine());
                    if (index > 0)
                    {
                        tile = GameObject.Instantiate(m_blockPrefabs[index]);
                    }
                }
                InitCell(cell, tile, x, y);
                newColumn.Add(cell);
            }
            m_cells.Add(newColumn);
        }

        InitParalax();
    }
Ejemplo n.º 4
0
	public void Init(int width, int height, StreamReader reader = null)
	{
		if(m_cells != null)
		{
			Reset();
			return;
		}

		if(m_cellCount == null)
			m_cellCount = new CellCount();
		
		m_cellCount.X = width;
		m_cellCount.Y = height;

		m_cells = new List<List<GameObject>>(m_cellCount.Y);
		for (int y = 0; y < m_cellCount.Y; ++y) 
		{
			List<GameObject> newColumn = new List<GameObject>(m_cellCount.X);
			for (int x = 0; x < m_cellCount.X; ++x) 
			{
				GameObject cell = GameObject.Instantiate(m_cellPrefab);
				GameObject tile = null;
				if(reader != null)
				{
					int index = int.Parse(reader.ReadLine());
					if(index > 0)
					{
						tile = GameObject.Instantiate(m_blockPrefabs[index]);
					}
				}
				InitCell(cell, tile, x, y);
				newColumn.Add(cell);
			}
			m_cells.Add(newColumn);
		}	

		InitParalax();
	}