// Use this for initialization void Start() { m_cLoadNode = new C_LOADNODE(); m_cLoadNode.load(); m_arNodeColor = new int[4]; m_goNode = null; m_goTower = new GameObject(); m_goTower.name = "TowerHolder"; for (int i = 0; i < 4; i++) { if (i < 2) { m_arNodeColor[i] = colorChangeInt(m_cLoadNode.getImpossibleNode(i).GetComponent <Renderer>().sharedMaterial.color); } else { m_arNodeColor[i] = colorChangeInt(m_cLoadNode.getPossibleNode(i - 2).GetComponent <Renderer>().sharedMaterial.color); } } m_nNodeIndex = 0; m_nBackgroundColor = 827160832; m_cTowerSelect = gameObject.GetComponent <MapEdit.C_TOWERSELECT>(); m_cDefenceMap = new C_CUSTOMDEFENCEMAP(); m_cDefenceMap.init(m_cLoadNode); m_bStart = false; m_bRoadBuilding = false; m_bFloorEdit = false; }
private void createStage(GameObject goMovingPoint, GameObject goGameTile, GameObject goImGameTile, C_LOADNODE cLoadNode, int nIndex) { int nWidth = 12; int nHeight = 12; m_cLoadNode = new C_LOADNODE(); m_cLoadNode.load(); m_cCustomGameMap = new C_CUSTOMGAMEMAP(); m_cCustomGameMap.init(m_cLoadNode, nIndex); m_cCustomGameMap.createMap(nWidth, nHeight); m_arMovingPoint = new GameObject[m_cCustomGameMap.getRoadCol().Count]; m_arMovingPointTransform = new Transform[m_cCustomGameMap.getRoadCol().Count]; Vector3 vUp = new Vector3(0.0f, 1.0f, 0.0f); for (int i = 0; i < m_cCustomGameMap.getRoadCol().Count; i++) { m_arMovingPoint[i] = (GameObject)Instantiate(goMovingPoint, m_cCustomGameMap.getNode(m_cCustomGameMap.getRoadRow()[i], m_cCustomGameMap.getRoadCol()[i]).transform.position + vUp, Quaternion.identity); } m_goMovingPointHolder = new GameObject(); m_goMovingPointHolder.name = "MovingPoints"; m_goMovingPointHolder.tag = "MovingPoints"; m_goMovingPointHolder.transform.position = new Vector3(11.0f, 0.0f, 11.0f); for (int i = 0; i < m_arMovingPoint.Length; i++) { m_arMovingPoint[i].name = "MovingPoint" + i; m_arMovingPoint[i].transform.parent = m_goMovingPointHolder.transform; m_arMovingPointTransform[i] = m_arMovingPoint[i].transform; } }
// Use this for initialization void Awake() { m_cLoadAura = new C_LOADAURA(); m_cLoadBullet = new C_LOADBULLET(); m_cLoadEffect = new C_LOADEFFECT(); m_cLoadItem = new C_LOADITEM(); m_cLoadNode = new C_LOADNODE(); m_cLoadAura.init(); m_cLoadBullet.init(); m_cLoadEffect.init(); m_cLoadItem.init(); m_cLoadNode.load(); }