Ejemplo n.º 1
0
    /// <summary>
    /// Create 'n' Tiles of the type 'type' at free random positions in the grid
    /// </summary>
    /// <param name="type">The type of tile to instantiate</param>
    /// <param name="n">The number of tiles to instantiate</param>
    public void CreateTileAtRandomPos(BasicTile.TILE_TYPE type, int n)
    {
        for (int l = 0; l < n; l++)
        {
            bool tilePlaced = false;
            do
            {
                int i = Random.Range(0, _board.GetLength(0));
                int j = Random.Range(0, _board.GetLength(1));
                if (_board[i, j] == null)
                {
                    switch (type)
                    {
                    case BasicTile.TILE_TYPE.BRICK:
                        break;

                    case BasicTile.TILE_TYPE.HRAY:
                        RayTile rH = Object.Instantiate((GameObject)Resources.Load("Prefabs/HorizontalRay"), new Vector3(0, 0, 0), Quaternion.identity).GetComponent <RayTile>();
                        if (rH != null)
                        {
                            rH.Init(new Vector2(i, j), gameObject, _levelManager);
                            _board[i, j] = rH;
                        }
                        break;

                    case BasicTile.TILE_TYPE.VRAY:
                        RayTile rV = Object.Instantiate((GameObject)Resources.Load("Prefabs/VerticalRay"), new Vector3(0, 0, 0), Quaternion.identity).GetComponent <RayTile>();
                        if (rV != null)
                        {
                            rV.Init(new Vector2(i, j), gameObject, _levelManager);
                            _board[i, j] = rV;
                        }
                        break;
                    }

                    tilePlaced = true;
                }
            } while (!tilePlaced);
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    ///Create the level given a txt file
    ///and return the board with the objects to be managed
    /// </summary>
    /// <param name="m"> The map name </param>
    /// <returns>The board with the objects</returns>
    public BasicTile[,] CreateLevel(string m)
    {
        _mapTxt = (TextAsset)Resources.Load("Maps/" + m);


        Tile[,] grid            = _mapParser.ParseText(_mapTxt.text);//Parse the txt file into a matrix to be readed
        BasicTile[,] ObjectGrid = new BasicTile[grid.GetLength(0), grid.GetLength(1) + _offset];
        Vector2 brickPos = new Vector2(0, 0);

        for (uint i = 0; i < grid.GetLength(0); i++)
        {
            for (uint j = 0; j < grid.GetLength(1); j++)
            {
                uint index = j + _offset;

                switch (grid[i, j].type)
                {
                case 0:
                    break;

                case 1:
                    //Normal Brick
                    Brick b = Object.Instantiate(_brickTile, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <Brick>();
                    if (b != null)
                    {
                        b.Init(grid[i, j].life, new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = b;
                    break;

                case 2:
                    //Double life Brick
                    Brick b2 = Object.Instantiate(_brickTile, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <Brick>();
                    if (b2 != null)
                    {
                        b2.Init(grid[i, j].life * 2, new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = b2;
                    break;

                //Triangle Tiles
                case 3:
                    Brick t3 = Object.Instantiate(_triangle, new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 0)).GetComponent <Brick>();
                    if (t3 != null)
                    {
                        t3.Init(grid[i, j].life, new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = t3;
                    break;

                case 4:
                    Brick t4 = Object.Instantiate(_triangle, new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 90)).GetComponent <Brick>();
                    if (t4 != null)
                    {
                        t4.Init(grid[i, j].life, new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = t4;
                    break;

                case 5:
                    Brick t5 = Object.Instantiate(_triangle, new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 180)).GetComponent <Brick>();
                    if (t5 != null)
                    {
                        t5.Init(grid[i, j].life, new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = t5;
                    break;

                case 6:
                    Brick t6 = Object.Instantiate(_triangle, new Vector3(0, 0, 0), Quaternion.Euler(0, 0, 270)).GetComponent <Brick>();
                    if (t6 != null)
                    {
                        t6.Init(grid[i, j].life, new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = t6;
                    break;

                case 7:
                    //Horizontal Ray
                    RayTile r1 = Object.Instantiate(_horizontalRayTile, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <RayTile>();
                    if (r1 != null)
                    {
                        r1.Init(new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = r1;
                    break;

                case 8:
                    //Vertial Ray
                    RayTile r2 = Object.Instantiate(_verticalRayTile, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <RayTile>();
                    if (r2 != null)
                    {
                        r2.Init(new Vector2(i, index), _boardManager, _levelManager);
                    }
                    ObjectGrid[i, index] = r2;
                    break;

                case 21:
                    AditionalBallTile ab1 = Object.Instantiate(_additionalBallsTile, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <AditionalBallTile>();
                    if (ab1 != null)
                    {
                        ab1.Init(new Vector2(i, index), _boardManager, _levelManager, 1);
                    }
                    ObjectGrid[i, index] = ab1;
                    break;

                case 22:
                    AditionalBallTile ab2 = Object.Instantiate(_additionalBallsTile, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <AditionalBallTile>();
                    if (ab2 != null)
                    {
                        ab2.Init(new Vector2(i, index), _boardManager, _levelManager, 2);
                    }
                    ObjectGrid[i, index] = ab2;
                    break;

                case 23:
                    AditionalBallTile ab3 = Object.Instantiate(_additionalBallsTile, new Vector3(0, 0, 0), Quaternion.identity).GetComponent <AditionalBallTile>();
                    if (ab3 != null)
                    {
                        ab3.Init(new Vector2(i, index), _boardManager, _levelManager, 3);
                    }
                    ObjectGrid[i, index] = ab3;
                    break;

                default:
                    break;
                }
            }
        }
        return(ObjectGrid);
    }