Exemple #1
0
        public void BuildTemplatePrefabs(GridCell cell)
        {
            GridCell[] neighborCells = GridManager.Instance.GetCellOrthogonalNeighbors(cell);
            switch (decorationMode)
            {
            case DecorationMode.SinglePrefab:
                decorationSinglePrefab.BuildPrefab(cell);
                break;

            case DecorationMode.PrefabList:
                decorationPrefabList.BuildPrefab(cell);
                break;
            }

            if (isAPath)
            {
                int[] modeDir = GetPathDirection(cell, neighborCells);
                pathData.BuildPrefab(cell, modeDir[1], modeDir[0]);
                return;
            }

            if (isARiver)
            {
                int[] modeDir = GetRiverDirection(cell, neighborCells);
                riverData.BuildPrefab(cell, modeDir[1], modeDir[0] == 1 ? true : false);
                return;
            }

            switch (cellMode)
            {
            case CellMode.SinglePrefab:
                singlePrefab.BuildPrefab(cell);
                break;

            case CellMode.PrefabList:
                prefabList.BuildPrefab(cell);
                break;
            }
            if (wallMode != WallMode.None)
            {
                for (int i = 0; i < neighborCells.Length; i++)
                {
                    if (neighborCells[i] == null)
                    {
                        continue;
                    }
                    if (neighborCells[i].height <= cell.height)
                    {
                        continue;
                    }
                    for (int n = 0; n < neighborCells[i].height - cell.height; n++)
                    {
                        switch (wallMode)
                        {
                        case WallMode.SinglePrefab:
                            wallSinglePrefab.BuildPrefab(cell, i, n);
                            break;

                        case WallMode.PrefabList:
                            wallPrefabList.BuildPrefab(cell, i, n);
                            break;
                        }
                    }
                }
            }
            switch (railingMode)
            {
            case RailingMode.SinglePrefab:
                for (int i = 0; i < neighborCells.Length; i++)
                {
                    if (neighborCells[i] == null)
                    {
                        railingSinglePrefab.BuildPrefab(cell, i);
                    }
                    else if (neighborCells[i].cellTemplate.stairMode != StairMode.None)
                    {
                        continue;
                    }
                    else if (neighborCells[i].height < cell.height)
                    {
                        railingSinglePrefab.BuildPrefab(cell, i);
                    }
                }
                break;

            case RailingMode.PrefabList:
                for (int i = 0; i < neighborCells.Length; i++)
                {
                    if (neighborCells[i] == null)
                    {
                        railingPrefabList.BuildPrefab(cell, i);
                    }
                    else if (neighborCells[i].cellTemplate.stairMode != StairMode.None)
                    {
                        continue;
                    }
                    else if (neighborCells[i].height < cell.height)
                    {
                        railingPrefabList.BuildPrefab(cell, i);
                    }
                }
                break;
            }
            switch (obstacleMode)
            {
            case ObstacleMode.SinglePrefab:
                obstacleSinglePrefab.BuildPrefab(cell);
                break;

            case ObstacleMode.PrefabList:
                obstaclePrefabList.BuildPrefab(cell);
                break;
            }

            int dir;

            switch (stairMode)
            {
            case StairMode.SinglePrefab:
                dir = GetStairDirection(cell, neighborCells);
                if (dir < 0)
                {
                    break;
                }
                stairSinglePrefab.BuildPrefab(cell, neighborCells, dir);
                break;

            case StairMode.PrefabList:
                dir = GetStairDirection(cell, neighborCells);
                if (dir < 0)
                {
                    break;
                }
                stairPrefabList.BuildPrefab(cell, neighborCells, dir);
                break;
            }
        }