Exemple #1
0
    void CreateLevel()
    {
        for (int i = 0; i < levelSize; ++i)
        {
            for (int j = 0; j < levelSize; ++j)
            {
                GameObject block = Instantiate(blockPrefab, new Vector3(i * blockGap, Random.Range(-pillarScale, pillarScale + 1), j * blockGap), Quaternion.identity) as GameObject;
                block.transform.localScale *= blockScale;
                BlockBehaviour bBehave = block.AddComponent <BlockBehaviour>();

                int blockType = Random.Range(0, pillarChance);
                bBehave.Init(blockType, defaultChance, permanentChance, fragileChance, holdsDataChance, pillarChance, pillarScale);

                if (bBehave.blocktype == BlockType.HoldsData)
                {
                    GameObject data = Instantiate(dataPrefab) as GameObject;
                    data.hideFlags          = HideFlags.HideInHierarchy;
                    data.transform.position = block.transform.position + new Vector3(0, Random.Range(-(float)dataHeightDistanceMin, -dataHeightDistanceMax), 0);

                    datas.Add(data);
                }

                block.transform.parent = blockParent.transform;
                blocks.Add(block);

                if (i == centralPoint && j == centralPoint)
                {
                    GameObject sphere = Instantiate(outerSphere, new Vector3(i * blockGap, transform.position.y, j * blockGap), Quaternion.identity) as GameObject;
                    sphere.transform.localScale = sphereScale;
                }
            }
        }
        AIManager.instance.Populate(levelSize, blockGap, pillarScale, blockScale);
    }
        private void Awake()
        {
            children = GetComponentInChildren <NeedleController>();
            rb       = GetComponent <Rigidbody2D>();

            behaviour = new BlockBehaviour();
            behaviour.Init(transform, rb, velocity);
        }