Exemple #1
0
    public void Generate()
    {
        tiles = new GameObject[size.x, size.y];
        for (int x = 0; x < size.x; x++)
        {
            for (int y = 0; y < size.y; y++)
            {
                GameObject tile;
                if (x == 0 || ((x == 0 || x == size.x - 1) && y == 0) || x == size.x - 1 || ((x == 0 || x == size.x - 1) && y == size.y - 1))
                {
                    tile = Instantiate(tileWallPrefab, tileContainer);
                }
                else
                {
                    tile = Instantiate(tileWeightedRandom.GetItem(), tileContainer);
                    tile.GetComponent <Tile>().OnDrillParticleSystem = sharedOnDrillParticleSystem;
                }

                tile.transform.position = new Vector3(x, -y) * tilingSize;
                SetTile(x, y, tile);
            }
        }

        tileDownTutorial.transform.position = new Vector3(size.x / 2.0f, -size.y - 4.0f) * tilingSize;

        // Place the fall of trigger under the map, and make sure it's the right size
        Vector2 centre = GetCentre();
        Vector2 extent = GetExtent();

        centre.y -= extent.y;
        extent.x *= 2.0f;
        fallOffTrigger.position   = centre;
        fallOffTrigger.localScale = extent;
    }