void LateUpdate() { clicked = false; gameObject.SetActive(E.Get().CurrTrial.trialData.ExitButton); }
// Use this for initialization private void Start() { var m = L.Get().CurrTrial.trialData.Map; var y = m.TopLeft[1]; // Goes through each map and initializes it based on stuff. foreach (var row in m.Map) { var x = m.TopLeft[0]; foreach (var col in row.ToCharArray()) { if (col == 'w') { var obj = GameObject.CreatePrimitive(PrimitiveType.Cube); obj.GetComponent <Renderer>().sharedMaterial.color = Data.GetColour(m.Color); obj.transform.localScale = new Vector3(m.TileWidth, L.Get().CurrTrial.enclosure.WallHeight, m.TileWidth); obj.transform.position = new Vector3(x, L.Get().CurrTrial.enclosure.WallHeight * 0.5f, y); } else if (col == 's') { Debug.Log(x + " " + y); GameObject.Find("Participant").GetComponent <PlayerController>().ExternalStart(x, y, true); } else if (col != '0') { // TODO: This code should be shared with PickupGenerator.cs - this class might also just be deadcode. var val = col - '0'; var goalItem = DS.GetData().Goals[val - 1]; GameObject prefab; GameObject obj; var spriteName = ""; if (goalItem.Type.ToLower().Equals("3d")) { prefab = (GameObject)Resources.Load("3D_Objects/" + goalItem.Object, typeof(GameObject)); obj = Instantiate(prefab); obj.AddComponent <RotateBlock>(); obj.GetComponent <Renderer>().material.color = Data.GetColour(goalItem.Color); } else { // Load the "2D" prefab here, so we have the required components prefab = (GameObject)Resources.Load("3D_Objects/" + goalItem.Type.ToUpper(), typeof(GameObject)); obj = Instantiate(prefab); spriteName = goalItem.Object; } obj.transform.localScale = goalItem.ScaleVector; obj.transform.position = new Vector3(x, 0.5f, y); if (!string.IsNullOrEmpty(spriteName)) { var pic = Img2Sprite.LoadNewSprite(DataSingleton.GetData().SpritesPath + spriteName); obj.GetComponent <SpriteRenderer>().sprite = pic; } } x += m.TileWidth; } y -= m.TileWidth; } }