void InstantiateBoard() { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Node node = getNodeAtPoint(new Point(x, y)); //int val = board[x, y].value; int val = node.value; if (val <= 0) { continue; } GameObject p = Instantiate(nodePiece, gameBoard); NodePiece piece = p.GetComponent <NodePiece>(); RectTransform rect = p.GetComponent <RectTransform>(); //rect.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rect.anchoredPosition = new Vector2(tileSize / 2 + (tileSize * x), -(tileSize / 2) - (tileSize * y)); //Debug.Log("size: " + val); piece.Initialize(val, new Point(x, y), pieces[val - 1]); node.SetPiece(piece); } } }
void InstantiateBoard() { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { int val = board[x, y].value; if (val <= 0) { continue; } GameObject p = Instantiate(nodePiece, gameBoard); NodePiece node = p.GetComponent <NodePiece>(); RectTransform rect = p.GetComponent <RectTransform>(); rect.anchoredPosition = new Vector2(32 + (78 * x), -32 - (80 * y)); node.Initialize(val, new Point(x, y), pieces[val - 1]); } } }
void InstantiateBoard() { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Node node = getNodeAtPoint(new Point(x, y)); int val = board[x, y].value; if (val <= 0) { continue; } GameObject p = Instantiate(nodePiece, gameBoard); NodePiece piece = p.GetComponent <NodePiece>(); RectTransform rect = p.GetComponent <RectTransform>(); rect.anchoredPosition = new Vector2(50 + (100 * x), -50 - (100 * y)); piece.Initialize(val, new Point(x, y), pieces[val - 1]); node.SetPiece(piece); } } }
private void InstantiateBoard() { for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { Node node = GetNodeAtPoint(new Point(x, y)); int value = node.value; if (value <= 0) { continue; } GameObject p = Instantiate(nodePiece, gameBoard); NodePiece piece = p.GetComponent <NodePiece>(); RectTransform rect = p.GetComponent <RectTransform>(); rect.anchoredPosition = new Vector2(-258 + (40 * x), 158 - (40 * y)); piece.Initialize(value, new Point(x, y), pieces[value - 1]); node.SetPiece(piece); } } }
void InstantiateBoard() { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Node node = getNodeAtPoint(new Point(x, y)); int val = node.value; if (val <= 0) { continue; } GameObject p = Instantiate(nodePiece, gameBoard); NodePiece piece = p.GetComponent <NodePiece>(); RectTransform rect = p.GetComponent <RectTransform>(); rect.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); piece.Initialize(val, new Point(x, y), pieces[val - 1]); // Why is val random? WHAT THE HELL!? node.SetPiece(piece); } } }
void InstantiateBoard() { for (int column = 0; column < width; column++) { for (int line = 0; line < height; line++) { Node node = getNodeAtCoord(new Coord(column, line)); int type = node.type; if (type <= 0) { continue; } GameObject node_object = Instantiate(nodePiece, gameBoard); NodePiece piece = node_object.GetComponent <NodePiece>(); RectTransform rect = node_object.GetComponent <RectTransform>(); rect.anchoredPosition = new Vector2(32 + (64 * column), -32 - (64 * line)); piece.Initialize(type, new Coord(column, line), sprites[type - 1]); node.SetPiece(piece); } } }
void InstantiateBoard() // Отрисовка доступного для игры поля { for (int x = 1; x < width - 1; x++) { for (int y = 1; y < height - 1; y++) { if (!boardLayout.rows[y].row[x]) { GameObject s = Instantiate(slot[0], slotBoard); RectTransform rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); if (boardLayout.rows[y].row[x - 1]) { s = Instantiate(slot[1], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); } if (boardLayout.rows[y].row[x + 1]) { s = Instantiate(slot[1], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 180); } if (boardLayout.rows[y + 1].row[x]) { s = Instantiate(slot[1], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 90); } if (boardLayout.rows[y - 1].row[x]) { s = Instantiate(slot[1], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 270); } if (boardLayout.rows[y].row[x - 1] && boardLayout.rows[y - 1].row[x]) { s = Instantiate(slot[2], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); } if (boardLayout.rows[y].row[x + 1] && boardLayout.rows[y - 1].row[x]) { s = Instantiate(slot[2], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 270); } if (boardLayout.rows[y].row[x - 1] && boardLayout.rows[y + 1].row[x]) { s = Instantiate(slot[2], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 90); } if (boardLayout.rows[y].row[x + 1] && boardLayout.rows[y + 1].row[x]) { s = Instantiate(slot[2], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 180); } if (boardLayout.rows[y - 1].row[x] && boardLayout.rows[y + 1].row[x] && boardLayout.rows[y].row[x - 1]) { s = Instantiate(slot[3], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); } if (boardLayout.rows[y - 1].row[x] && boardLayout.rows[y].row[x + 1] && boardLayout.rows[y].row[x - 1]) { s = Instantiate(slot[3], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 270); } if (boardLayout.rows[y - 1].row[x] && boardLayout.rows[y + 1].row[x] && boardLayout.rows[y].row[x + 1]) { s = Instantiate(slot[3], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 180); } if (boardLayout.rows[y + 1].row[x] && boardLayout.rows[y].row[x - 1] && boardLayout.rows[y].row[x + 1]) { s = Instantiate(slot[3], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); rects.localRotation = Quaternion.Euler(0, 0, 90); } if (boardLayout.rows[y + 1].row[x] && boardLayout.rows[y].row[x - 1] && boardLayout.rows[y].row[x + 1] && boardLayout.rows[y - 1].row[x]) { s = Instantiate(slot[4], slotBoard); rects = s.GetComponent <RectTransform>(); rects.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); } } else { continue; } } } for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Node node = GetNodeAtPoint(new Point(x, y)); int val = node.value; if (val <= 0) { continue; } GameObject p = Instantiate(nodePiece, gameBoard); NodePiece piece = p.GetComponent <NodePiece>(); RectTransform rect = p.GetComponent <RectTransform>(); rect.anchoredPosition = new Vector2(32 + (64 * x), -32 - (64 * y)); piece.Initialize(val, new Point(x, y), pieces[val - 1]); node.SetPiece(piece); } } }