IEnumerator GenPart(int xPart, int yPart) { bool alreadyExists = false; for (int i = 0; i < terainList.Count; i++) { if (terainList[i].StartX == xPart && terainList[i].StartY == yPart) { alreadyExists = true; } } if (!alreadyExists) { //Debug.Log("xPart: "+xPart+" yPart: "+yPart); TerainGen newTerain = ((GameObject)GameObject.Instantiate(baseTerain.gameObject, Vector3.zero, Quaternion.identity)).GetComponent <TerainGen>(); newTerain.StartX = xPart; newTerain.StartY = yPart; newTerain.MapX = (terainSize + 1); newTerain.MapY = (terainSize + 1); newTerain.Generate(); terainList.Add(newTerain); newTerain.transform.parent = transform; newTerain.gameObject.AddComponent <MeshCollider>(); yield return(null); } }
bool GenPart(int newPartX, int newPartY) { bool alreadyExists = false; for (int i = 0; i < tileCount; i++) { if (terainList[i].startX == newPartX && terainList[i].startY == newPartY) { alreadyExists = true; return(false); } } if (!alreadyExists) { TerainGen newTerain = ((GameObject)GameObject.Instantiate(baseTerain.gameObject, Vector3.zero, Quaternion.identity)).GetComponent <TerainGen>(); newTerain.SetStartX = newPartX; newTerain.SetStartY = newPartY; newTerain.Generate(); terainList[tileCount] = newTerain; newTerain.transform.parent = transform; tileCount++; return(true); } return(false); }
/// <summary> /// generates a tain tile /// </summary> /// <param name="newPartX">X position of new tile</param> /// <param name="newPartY">Y position of new tile</param> void GenPart(int newPartX, int newPartY) { TerainGen newTerain = ((GameObject)GameObject.Instantiate(baseTerain.gameObject, Vector3.zero, Quaternion.identity)).GetComponent <TerainGen>(); newTerain.SetStartX = newPartX; newTerain.SetStartY = newPartY; newTerain.Generate(); terainList.Add(newTerain); newTerain.transform.parent = transform; }
Vector2 TileWorldPos(TerainGen tile) { return(new Vector2(tile.startX, tile.startY)); }