private void createGrid(int _width, int _height, int lowX, int lowZ) { levelGrid = new scGrid(_width, _height, lowX, lowZ); GameObject[] allWalls = GameObject.FindGameObjectsWithTag("BaseWall"); GameObject[] allGrounds = GameObject.FindGameObjectsWithTag("Ground"); foreach (GameObject aWall in allWalls) { int index = (int)(aWall.transform.position.x - lowX); int index1 = (int)(aWall.transform.position.z - lowZ); levelGrid.setCell(index, index1, 2); } foreach (GameObject aGround in allGrounds) { int index = (int)((aGround.transform.position.x - lowX)); int index1 = (int)((aGround.transform.position.z - lowZ)); levelGrid.setCell(index, index1, 1); } GameObject theHasher = (GameObject)GameObject.FindGameObjectWithTag("CheckCollider"); theHasher.GetComponent <scCheckCollider>().setWorldGrid(levelGrid); foreach (GameObject aWall in allWalls) { aWall.GetComponent <scWall>().autoTile(); } }
public void setWorldGrid(scGrid _worldGrid) { worldGrid = _worldGrid; }
public scBSPCorridorDigger(scGrid _level) { theLevel = _level; }