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;
    }
Exemple #3
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    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;
    }
Exemple #4
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    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);
        }
    }