private void Start() { Instance = this; NavLibrary.InitMap(MaxRow, MaxCol, GeneratePointStatus); GameObject objPrefab = Resources.Load <GameObject>("Prefabs/Brick"); GameObject objBrick = Instantiate(objPrefab, transform); objBrick.name = "Ground"; objBrick.transform.GetChild(0).gameObject.layer = LayerMask.NameToLayer("Brick"); objBrick.transform.localScale = new Vector3(MaxCol, 1, MaxRow); objBrick.transform.position = new Vector3(MaxCol / 2 - 0.5f, 0, MaxRow / 2 - 0.5f); objBrick.GetComponentInChildren <Renderer>().material.mainTextureScale = new Vector2(MaxCol, MaxRow); GameObject objWallsRoot = new GameObject("WallsRoot"); objWallsRoot.transform.SetParent(transform); for (int i = 0, lenRow = Mathf.CeilToInt(MaxRow / RectMeshCreater.MaxRow); i < lenRow; ++i) { for (int j = 0, lenCol = Mathf.CeilToInt(MaxCol / RectMeshCreater.MaxCol); j < lenCol; ++j) { RectMeshCreater.GenerateParams param = new RectMeshCreater.GenerateParams() { row = RectMeshCreater.MaxRow, col = RectMeshCreater.MaxCol, startRow = i * RectMeshCreater.MaxRow, startCol = j * RectMeshCreater.MaxCol, materialPath = "Assets/Resources/Materials/WallMat.mat", objName = "Wall_" + i + "_" + j, parent = objWallsRoot.transform, mfOperate = mfCoins, cbIsGenerateCell = (cellRow, cellCol) => { return(NavLibrary.GetPointStatus(cellRow, cellCol) == 0); } }; mfCoins = RectMeshCreater.GenerateRectObj(new Vector3(j * RectMeshCreater.MaxCol, 0.01f, i * RectMeshCreater.MaxRow), param); } } GameObject objPlayer = Instantiate(Resources.Load <GameObject>("Prefabs/Myself")); objPlayer.name = "Myself"; objPlayer.transform.position = Vector3.zero; }
void InitNative() { NavLibrary.InitMap(MaxRow, MaxCol, GeneratePointStatus); }