public void SaveSquareToLevel(BoardSquareData bs) { if (editingLevel != null) { editingLevel.SetSquare(bs); } }
public void SetSquare(BoardSquareData bs) { if (bs != null && squares != null) { bs.ComposeId(); squares[bs.row, bs.col] = bs.id; } }
public void Set(BoardSquare bs) { if (bs != null) { squareData = bs.squareData; squareData.ComposeId(); CalculateDirection(); } }
public void init() { origin = new Vector2((float)(-SIZE_X / 2) + (SIZE_SQUARE / 2), (float)(-SIZE_Y / 2)); cachedTransform = transform; _boardData = new BoardSquareData[SIZE_X][]; for (int i = 0; i < SIZE_X; i++) { _boardData[i] = new BoardSquareData[SIZE_Y]; for (int j = 0; j < SIZE_Y; j++) { Transform square = (GameObject.Instantiate(boardSquarePrefab) as GameObject).transform; square.parent = transform; square.localPosition = new Vector3(origin.x + (i * SIZE_SQUARE), 0, origin.y + (j * SIZE_SQUARE)); BoardSquareData data = new BoardSquareData(); data.index = new SquareIndex(i, j); data.info = BoardSquareData.Info.Empty; data.boardSquare = square; //Set index square.GetComponent <BoardSquare>().index = data.index; _boardData[i][j] = data; } } activeTileList = new Dictionary <string, GameObject>(); //Instantiate and initialize all tokens GameObject tokenTurn = EntityManager.instantiateTokenTurn(); boardTurn.init(tokenTurn.transform, 11); GameObject tokenTime = EntityManager.instantiateTokenTime(); boardTime.init(tokenTime.transform, 0); Token p1TeamToken = EntityManager.instantiateTokenTeam(); Token p2TeamToken = EntityManager.instantiateTokenTeam(); Texture p1TeamTokenTexture = Resources.Load <Texture>("Textures/Tokens/Nankatsu/Token_Nankatsu"); Texture p2TeamTokenTexture = Resources.Load <Texture>("Textures/Tokens/Touhou/Token_Touhou"); p1TeamToken.setTexture(p1TeamTokenTexture); p2TeamToken.setTexture(p2TeamTokenTexture); p1BoardGoals.init(p1TeamToken.transform, 0); p2BoardGoals.init(p2TeamToken.transform, 0); //Create goal index list goalIndexList = new List <SquareIndex>(); goalIndexList.Add(new SquareIndex(0, 5)); goalIndexList.Add(new SquareIndex(0, 6)); goalIndexList.Add(new SquareIndex(0, 7)); goalIndexList.Add(new SquareIndex(0, 8)); goalIndexList.Add(new SquareIndex(0, 9)); }