public Tile CreateTile(TilesTypes type) { var go = GameObject.Instantiate(_goTile); go.GetComponent <SpriteRenderer>().sprite = SpriteForTile(type); return(new Tile(type, go)); }
private int TilesCount(TilesTypes type) { int tilesCount = 0; switch (type) { case TilesTypes.Brick: tilesCount = 3; break; case TilesTypes.Desert: tilesCount = 1; break; case TilesTypes.Hay: tilesCount = 4; break; case TilesTypes.Stone: tilesCount = 3; break; case TilesTypes.Wood: tilesCount = 4; break; case TilesTypes.Wool: tilesCount = 4; break; } return(tilesCount); }
public List<Tile> CreateTiles(TilesTypes type) { var tilesCount = TilesCount(type); var tiles = new List<Tile>(); for (int i = 0; i < tilesCount; i++) { Tile tile = CreateTile(type); tiles.Add(tile); } return tiles; }
public List <Tile> CreateTiles(TilesTypes type) { var tilesCount = TilesCount(type); var tiles = new List <Tile>(); for (int i = 0; i < tilesCount; i++) { Tile tile = CreateTile(type); tiles.Add(tile); } return(tiles); }
private Sprite SpriteForTile(TilesTypes type) { Sprite sprite = null; String spriteName = null; switch (type) { case TilesTypes.Brick: spriteName = "brick"; break; case TilesTypes.Desert: spriteName = "desert"; break; case TilesTypes.Hay: spriteName = "hay"; break; case TilesTypes.Stone: spriteName = "stone"; break; case TilesTypes.Wood: spriteName = "wood"; break; case TilesTypes.Wool: spriteName = "wool"; break; } if (!_spritesCache.ContainsKey(spriteName)) { sprite = Resources.Load(TileSpritePath + spriteName, typeof(Sprite)) as Sprite; _spritesCache.Add(spriteName, sprite); } else { sprite = _spritesCache[spriteName]; } return(sprite); }
private int GetTilesInRowMatchCountByType(int column, int row, TilesTypes type) { int result = 1; var columnDown = column - 1; var columnUp = column + 1; while (columnDown >= 0 && columnDown < RowTileCount && tiles[columnDown, row] != null && tiles[columnDown, row].GetTileType().Equals(type)) { result++; columnDown--; } while (columnUp >= 0 && columnUp < RowTileCount && tiles[columnUp, row] != null && tiles[columnUp, row].GetTileType().Equals(type)) { result++; columnUp++; } return(result); }
private int GetTilesInColumnMatchCountByType(int column, int row, TilesTypes type) { int result = 1; var rowDown = row - 1; var rowUp = row + 1; while (rowDown >= 0 && rowDown < ColumnTileCount && tiles[column, rowDown] != null && tiles[column, rowDown].GetTileType().Equals(type)) { result++; rowDown--; } while (rowUp >= 0 && rowUp < ColumnTileCount && tiles[column, rowUp] != null && tiles[column, rowUp].GetTileType().Equals(type)) { result++; rowUp++; } return(result); }
private static ResourceType ResourceTypeForTile(TilesTypes tileType) { switch (tileType) { case TilesTypes.Brick: return(ResourceType.Brick); case TilesTypes.Hay: return(ResourceType.Hay); case TilesTypes.Stone: return(ResourceType.Stone); case TilesTypes.Wood: return(ResourceType.Wood); case TilesTypes.Wool: return(ResourceType.Wool); default: return(ResourceType.Brick); } }
public Tile(TilesTypes type, GameObject go) { _type = type; _go = go; _go.GetComponent <Resource>().ResourceType = ResourceTypeForTile(type); }
private static ResourceType ResourceTypeForTile(TilesTypes tileType) { switch (tileType) { case TilesTypes.Brick: return ResourceType.Brick; case TilesTypes.Hay: return ResourceType.Hay; case TilesTypes.Stone: return ResourceType.Stone; case TilesTypes.Wood: return ResourceType.Wood; case TilesTypes.Wool: return ResourceType.Wool; default: return ResourceType.Brick; } }
public Tile(TilesTypes type, GameObject go) { _type = type; _go = go; _go.GetComponent<Resource>().ResourceType = ResourceTypeForTile(type); }
public Tile(TilesTypes type, int index) { this.type = type; this.index = index; }
private bool IsMatchedForWinByType(int column, int row, TilesTypes type) { return(GetTilesInColumnMatchCountByType(column, row, type) >= TileForWinCount || GetTilesInRowMatchCountByType(column, row, type) >= TileForWinCount); }
private Sprite SpriteForTile(TilesTypes type) { Sprite sprite = null; String spriteName = null; switch (type) { case TilesTypes.Brick: spriteName = "brick"; break; case TilesTypes.Desert: spriteName = "desert"; break; case TilesTypes.Hay: spriteName = "hay"; break; case TilesTypes.Stone: spriteName = "stone"; break; case TilesTypes.Wood: spriteName = "wood"; break; case TilesTypes.Wool: spriteName = "wool"; break; } if (!_spritesCache.ContainsKey(spriteName)) { sprite = Resources.Load(TileSpritePath + spriteName, typeof(Sprite)) as Sprite; _spritesCache.Add(spriteName, sprite); } else { sprite = _spritesCache[spriteName]; } return sprite; }
public Tile CreateTile(TilesTypes type) { var go = GameObject.Instantiate(_goTile); go.GetComponent<SpriteRenderer>().sprite = SpriteForTile(type); return new Tile(type, go); }
private int TilesCount(TilesTypes type) { int tilesCount = 0; switch (type) { case TilesTypes.Brick: tilesCount = 3; break; case TilesTypes.Desert: tilesCount = 1; break; case TilesTypes.Hay: tilesCount = 4; break; case TilesTypes.Stone: tilesCount = 3; break; case TilesTypes.Wood: tilesCount = 4; break; case TilesTypes.Wool: tilesCount = 4; break; } return tilesCount; }