public void _Do_create_gird(Vector2 zero_position, float cells_distance, bool[,] closes, int _start_pos_x, int _start_pos_y, int _target_pos_x, int _target_pos_y) { dataBaseSprites Base; Sprite cube; Sprite cube_close; Sprite cube_start; Sprite cube_target; Base = Camera.main.GetComponent <dataBaseSprites>(); cube = Base.spriteArray[12]; cube_close = Base.spriteArray[13]; cube_start = Base.spriteArray[14]; cube_target = Base.spriteArray[15]; mainGird = new GameObject(); mainGird.name = "mainGird"; int len_x = closes.GetLength(1); int len_y = closes.GetLength(0); texts = new Text[len_y, len_x]; for (int y = 0; y < len_y; y++) { for (int x = 0; x < len_x; x++) { GameObject GirdCell = new GameObject(); GirdCell.name = "cell"; SpriteRenderer GirdCellSR = GirdCell.AddComponent <SpriteRenderer>(); ZorderScript ZS = GirdCell.AddComponent <ZorderScript>(); ZS.plus = -96 / 2; GirdCell.transform.position = new Vector2(x * cells_distance, y * cells_distance); GirdCell.transform.parent = mainGird.transform; if (x == _start_pos_x && y == _start_pos_y) { GirdCellSR.sprite = cube_start; } else if (x == _target_pos_x && y == _target_pos_y) { GirdCellSR.sprite = cube_target; } else { if (closes[y, x]) { GirdCellSR.sprite = cube; } else { GirdCellSR.sprite = cube_close; } } GameObject text = CreateText(canvas.transform, x, y, Color.white); texts[y, x] = text.GetComponent <Text>(); } } }
public void _doBegin() { Base = Camera.main.GetComponent <dataBaseSprites>(); currsor = Base.spriteArray[0]; stop = Base.spriteArray[1]; myCurrsor = new GameObject(); myCurrsor.name = "currsor"; myCurrsorSR = myCurrsor.AddComponent <SpriteRenderer>(); ZorderScript ZS = myCurrsor.AddComponent <ZorderScript>(); ZS.plus = 5; myCurrsor.transform.position = gameObject.transform.position; myCurrsor.transform.parent = transform; }
public void _doBegin() { Base = Camera.main.GetComponent <dataBaseSprites>(); stop = Base.spriteArray[11]; zamax = Base.spriteArray[10]; attack = Base.spriteArray[7]; powerAttack = Base.spriteArray[9]; parirovanie = Base.spriteArray[8]; shild = Base.spriteArray[6]; actionSerialized = new GameObject(); actionSerialized.name = "Action"; actionSerializedSR = actionSerialized.AddComponent <SpriteRenderer>(); actionSerialized.transform.position = gameObject.transform.position; actionSerialized.transform.parent = transform; ZorderScript ZS = actionSerialized.AddComponent <ZorderScript>(); ZS.plus = 101; }
public void _doCreateWayPoints() { wayPointsObjects = new GameObject[wayPoints.Length]; for (int i = 0; i < wayPoints.Length; i++) { wayPointsObjects[i] = new GameObject(); wayPointsObjects[i].name = "wayPoint"; SpriteRenderer SP = wayPointsObjects[i].AddComponent <SpriteRenderer>(); wayPointsObjects[i].transform.position = wayPoints[i]; if (i >= currsor) { SP.sprite = wayPoint; } else { SP.sprite = wayPointTrue; } ZorderScript ZS = wayPointsObjects[i].AddComponent <ZorderScript>(); ZS.plus = 5; } wayPointsObjectsCurrsors = new GameObject[wayPoints.Length - 1]; for (int i = 0; i < wayPoints.Length - 1; i++) { wayPointsObjectsCurrsors[i] = new GameObject(); wayPointsObjectsCurrsors[i].name = "wayPointCurrsor"; SpriteRenderer SP = wayPointsObjectsCurrsors[i].AddComponent <SpriteRenderer>(); wayPointsObjectsCurrsors[i].transform.position = (wayPoints[i] + wayPoints[i + 1]) / 2; SP.sprite = wayPointCurrsor; ZorderScript ZS = wayPointsObjectsCurrsors[i].AddComponent <ZorderScript>(); ZS.plus = 5; SP.drawMode = SpriteDrawMode.Tiled; SP.size = new Vector2(_getToPointDistance(wayPoints[i], wayPoints[i + 1]), SP.size.y); wayPointsObjectsCurrsors[i].transform.eulerAngles = new Vector3(0, 0, Mathf.Atan2(wayPoints[i + 1].y - wayPoints[i].y, wayPoints[i + 1].x - wayPoints[i].x) * 180 / Mathf.PI); } }