Example #1
0
 public void set(int k)
 {
     if (BlockConnected == null)
     {
         num = k;
     }
     else
     {
         num = k;
         main.BInit nb = main._m.Blocks[num];
         BlockConnected.img.sprite = nb.SpBase;
         BlockConnected.l.sprite   = nb.SpLeft;
         BlockConnected.r.sprite   = nb.SpRight;
         BlockConnected.u.sprite   = nb.SpUp;
         BlockConnected.d.sprite   = nb.SpDown;
         BasicLight  = nb.BasicLight;
         LightPenetr = nb.LightPenetr;
     }
 }
Example #2
0
 public void createInstance()
 {
     if (BaseBlock != null)
     {
         GameObject g = null;
         Block      b = null;
         if (main._m.Pool.Count == 0)
         {
             g = Instantiate(BaseBlock);
             b = g.GetComponent <Block>();
         }
         else
         {
             b = main._m.Pool.Pop();
             g = b.gameObject;
             g.SetActive(true);
         }
         b.Params             = this;
         g.transform.parent   = Parent.transform;
         g.name               = ObjectName.ToString();
         BlockConnected       = b;
         g.transform.position = pos;
         main.BInit nb = main._m.Blocks[num];
         b.img.sprite               = nb.SpBase;
         b.l.sprite                 = nb.SpLeft;
         b.r.sprite                 = nb.SpRight;
         b.u.sprite                 = nb.SpUp;
         b.d.sprite                 = nb.SpDown;
         BasicLight                 = nb.BasicLight;
         LightPenetr                = nb.LightPenetr;
         b.Shade.color              = new Color(b.Shade.color.r, b.Shade.color.g, b.Shade.color.b, Mathf.Max(1 - Lightness, 0));
         b.img.transform.rotation   = Quaternion.identity;
         b.Shade.transform.rotation = Quaternion.identity;
         if (FlippedY)
         {
             b.img.flipX = true;
             b.l.flipY   = true;
             b.r.flipY   = true;
             b.u.flipY   = true;
             b.d.flipY   = true;
             b.img.transform.rotation   *= Quaternion.AngleAxis(180, Vector3.forward);
             b.Shade.transform.rotation *= Quaternion.AngleAxis(180, Vector3.forward);
         }
         else
         {
             b.img.flipX = false;
             b.l.flipY   = false;
             b.r.flipY   = false;
             b.u.flipY   = false;
             b.d.flipY   = false;
         }
         if (Active)
         {
             b.activate();
         }
         else
         {
             b.unActivate();
         }
     }
 }