Example #1
0
        public void CreatePiece(PieceData blockData)
        {
            m_myMasuBlocks.ForEach(x => Destroy(x));
            m_myMasuBlocks = new List <GameObject>();

            var centerIndex = new Vector2Int(1, 1);

            for (int x = 0; x < blockData.BlockData.GetLength(0); x++)
            {
                for (int y = 0; y < blockData.BlockData.GetLength(1); y++)
                {
                    var celltype = blockData.BlockData[x, y].m_cellType;
                    if (celltype == Cell.CellType.None || celltype == Cell.CellType.Wall)
                    {
                        continue;
                    }

                    var creteIndex     = new Vector2Int(x, y) - centerIndex;
                    var createPosition = m_offsetX * creteIndex.x + m_offsetY * creteIndex.y;
                    var targetPrefab   = (celltype == Cell.CellType.Vanish) ? m_vanishKomaPrefab : m_normalKomaPrefab;
                    var obj            = Instantiate(targetPrefab, Vector2.zero, Quaternion.identity, m_PieceAnchor);
                    obj.transform.localPosition = createPosition;
                    m_myMasuBlocks.Add(obj);
                }
            }
        }
        private void Test_createBlock()
        {
            var blockData = new PieceData(new Cell[, ] {
                { new Cell(Vector2Int.zero, Cell.CellType.Normal), new Cell(Vector2Int.zero, Cell.CellType.Normal), new Cell(Vector2Int.zero, Cell.CellType.Normal) },
                { new Cell(Vector2Int.zero, Cell.CellType.None), new Cell(Vector2Int.zero, Cell.CellType.Normal), new Cell(Vector2Int.zero, Cell.CellType.None) },
                { new Cell(Vector2Int.zero, Cell.CellType.None), new Cell(Vector2Int.zero, Cell.CellType.Vanish), new Cell(Vector2Int.zero, Cell.CellType.None) }
            });

            m_displayer.CreatePiece(blockData);
        }
Example #3
0
 public void SetPieceData(PieceData data, int hand)
 {
     m_blockDataList[hand] = data;
     m_displayerList[hand].CreatePiece(m_blockDataList[hand]);
 }