Esempio n. 1
0
    // Update is called once per frame
    //void Update()
    //{
    //
    //}

    #region Setup new SpawnAreas
    private void CalculateSpawnAreas()
    {
        spawnAreas = new List <SpawnArea>();

        Dictionary <Tile, GameObject>      oldEntitiesPosition    = this.entitiesPosition;
        Dictionary <Tile, HeightLevelType> oldEntitiesHeightLevel = this.entitiesHeightLevel;

        this.entitiesPosition    = new Dictionary <Tile, GameObject>();
        this.entitiesHeightLevel = new Dictionary <Tile, HeightLevelType>();
        areaCalculator.Calculate();

        foreach (HeightLevelType levelType in Enum.GetValues(typeof(HeightLevelType)))
        {
            //alle Flächen auf einem Höhenlevel bestimmen
            List <Area> areas = areaCalculator.ContiguousAreasOnHeightLevel(levelType);
            //aus den Flächen die SpawnAreas generieren
            if (areas != null && levelType != HeightLevelType.UNDEFINED)
            {
                DetermineCorrectlyLocatedEntities(areas, levelType, oldEntitiesPosition, oldEntitiesHeightLevel);
                IEnumerable <SpawnArea> spawnAreasOnHeightLevel = SetupSpawnAreasForHeightLevel(areas, levelType);
                spawnAreas.AddRange(spawnAreasOnHeightLevel);
            }
        }

        DestroyOrphanGameObjects(oldEntitiesPosition);
    }