private void CrateOneField(int i, int j, char symbol)
        {
            UserControl field;

            switch (symbol)
            {
            case MapSymbols.SymbolObstacle:
                field = new ObstacleControl(i, j);
                break;

            case MapSymbols.SymbolFreeField:
                field = new FreeFieldControl(i, j);
                break;

            case MapSymbols.SymbolStart:
                field = new StartControl(i, j);
                break;

            case MapSymbols.SymbolDestination:
                field = new DestinationControl(i, j);
                break;

            default:
                return;
            }

            field.SetValue(Grid.ColumnProperty, i);
            field.SetValue(Grid.RowProperty, j);
            MapControlGrid.Children.Add(field);
        }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     initY  = transform.position.y;
     speedC = GameObject.Find("GvrMain").GetComponent <SpeedControl>();
     obsC   = GameObject.Find("GvrMain").GetComponent <ObstacleControl>();
     moveC  = GameObject.Find("GvrMain").GetComponent <MoveNew> ();
 }
Ejemplo n.º 3
0
    //	SerializedProperty ObstacleType;
    //
    //	void OnEnable ()
    //	{
    //		ObstacleType = serializedObject.FindProperty ("ObstacleType");
    //	}
    //
    //	public override void OnInspectorGUI ()
    //	{
    //		serializedObject.Update ();
    //		EditorGUILayout.PropertyField (ObstacleType);
    //		serializedObject.ApplyModifiedProperties ();
    ////		if (ObstacleType == (target as ObstacleControl).Ob) {
    ////
    ////		}
    //	}
    public override void OnInspectorGUI()
    {
        ObstacleControl script = (ObstacleControl)target;

        script.ObstacleType = (ObstacleControl.Obstacle)EditorGUILayout.EnumPopup("Obstacle Type", script.ObstacleType);
        if (script.ObstacleType == ObstacleControl.Obstacle.Vortex)
        {
            script.vortexForce           = EditorGUILayout.FloatField("Vortex Force", script.vortexForce);
            script.vortexDestroyDistance = EditorGUILayout.FloatField("Vortex Destroy Distance", script.vortexDestroyDistance);
        }
    }