Example #1
0
    public void ResetMap()
    {
        position       = initialPosition.position;
        legendPosition = brickLegendPosition.position;
        bricks         = Bricks;
        brickCollider  = bricks [0].GetComponent <BoxCollider2D> ();
        offSetX        = brickCollider.size.x;
        offSetY        = brickCollider.size.y;

        defaultBricksMap.Clear();
        brickListXml.Clear();

        for (int i = 0; i < columns; i++)
        {
            for (int j = 0; j < rows; j++)
            {
                defaultBricksMap.Add(Instantiate(defaultBrick, position, Quaternion.identity) as GameObject);

                BrickXml brickXml = new BrickXml();
                brickXml.brickNumber = 0;
                brickXml.brickPosX   = position.x;
                brickXml.brickPosY   = position.y;
                brickListXml.Add(brickXml);

                position.x += offSetX;
            }

            position.x  = initialPosition.position.x;
            position.y -= offSetY;
        }

        for (int i = 0; i < bricks.Length; i++)
        {
            Instantiate(bricks [i], legendPosition, Quaternion.identity);
            legendPosition.y -= offSetY;
        }

/*		for (int i = 0; i < brickListXml.Count; i++)
 *              {
 *                      Debug.Log (defaultBricksMap[i].transform.position);
 *                      Debug.Log (brickListXml[i].brickNumber + " " + brickListXml[i].brickPosX + " " + brickListXml[i].brickPosY);
 *              }*/
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        bricks        = Bricks;
        brickCollider = bricks [0].GetComponent <BoxCollider2D>();
        offsetx       = brickCollider.size.x;
        offsety       = brickCollider.size.y;
        position      = startPosition.position;

        for (int i = 0; i < columns; i++)
        {
            for (int j = 0; j < rows; j++)
            {
                randomNumber = Random.Range(0, Bricks.Length);
                Instantiate(bricks[randomNumber], position, Quaternion.identity);

                //assign values and add object to List<BrickXml> to be serialized later
                BrickXml brick = new BrickXml();
                brick.brickNumber = randomNumber;
                brick.brickPosX   = position.x;
                brick.brickPosY   = position.y;
                BricksLists.Add(brick);
                //end assigning

                position.x += offsetx;
                //numberOfBricks++;
            }
            position.x  = startPosition.position.x;
            position.y -= offsety;
        }

        // testing purposes only
        for (int i = 0; i < BricksLists.Count; i++)
        {
            //Debug.Log (BricksLists [i].brickNumber + " " + BricksLists [i].brickPosX + " " + BricksLists [i].brickPosY);
        }
        XMLObjectSerializer.Serialize(BricksLists, Application.dataPath + "/bricksList.xml");
    }
Example #3
0
    void Start()
    {
        BrickXml Brick = XMLObjectSerializer.Deserialize <BrickXml> (Application.dataPath + "/brick.xml");

        Debug.Log(Brick.brickNumber);
    }