// Use this for initialization public void Init(GameGLRenderer glRenderer) { /* * GameObject go = new GameObject(); * go.transform.parent = this.transform; * glRenderer_ = go.AddComponent<GameGLRenderer>(); * glRenderer_.Init(); */ //glRenderer_ = this.transform.GetComponent<GameGLRenderer>(); glRenderer_ = glRenderer; if (glRenderer_ == null) { Debug.LogError("<GameGLMap::Start>: you should put GameGLMap with a GameGLRenderer!"); return; } // init the quad map Vector3 targetPosition; for (int i = 0; i < GameSettings.GetInstance().MAP_TILE_ROW_COUNT; ++i) { for (int j = 0; j < GameSettings.GetInstance().MAP_TILE_COLUMN_COUNT; ++j) { targetPosition = new Vector3(j * GameSettings.GetInstance().TILE_SIZE, i * GameSettings.GetInstance().TILE_SIZE, QUAD_Z); Vector3[] quadPositions = { new Vector3(targetPosition.x - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z), new Vector3(targetPosition.x + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z), new Vector3(targetPosition.x + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z), new Vector3(targetPosition.x - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z) }; glRenderer_.AddQuads(quadPositions); } } }
// Use this for initialization public void Init(GameGLRenderer glRenderer) { /* GameObject go = new GameObject(); go.transform.parent = this.transform; glRenderer_ = go.AddComponent<GameGLRenderer>(); glRenderer_.Init(); */ //glRenderer_ = this.transform.GetComponent<GameGLRenderer>(); glRenderer_ = glRenderer; if ( glRenderer_ == null ) { Debug.LogError ( "<GameGLMap::Start>: you should put GameGLMap with a GameGLRenderer!" ); return ; } // init the quad map Vector3 targetPosition; for ( int i=0 ; i<GameSettings.GetInstance().MAP_TILE_ROW_COUNT; ++i ) { for ( int j=0 ; j<GameSettings.GetInstance().MAP_TILE_COLUMN_COUNT; ++j ) { targetPosition = new Vector3( j*GameSettings.GetInstance().TILE_SIZE, i*GameSettings.GetInstance().TILE_SIZE, QUAD_Z ); Vector3[] quadPositions = { new Vector3(targetPosition.x - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z), new Vector3(targetPosition.x + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z), new Vector3(targetPosition.x + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z), new Vector3(targetPosition.x - GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.y + GameSettings.GetInstance().TILE_SIZE / 2, targetPosition.z) }; glRenderer_.AddQuads(quadPositions); } } }
public static GameGLRenderer GetInstance() { if ( s_instance == null ) { s_instance = (GameGLRenderer)FindObjectOfType(typeof(GameGLRenderer)); if ( s_instance == null ) { Debug.LogError( "<GameGLRenderer::GetInstance>: GameGLRenderer not found" ); } else { s_instance.Init(); } } return s_instance; }
static public GameGLRenderer GetInstance() { if (s_instance == null) { s_instance = (GameGLRenderer)FindObjectOfType(typeof(GameGLRenderer)); if (s_instance == null) { Debug.LogError("<GameGLRenderer::GetInstance>: GameGLRenderer not found"); } else { s_instance.Init(); } } return(s_instance); }