Esempio n. 1
0
    private int GetTileSelectedIndex(int i, int j)
    {
        char selected  = selectedLevel.GetLevelData()[(j * selectedLevel.numColumns) + i];
        int  returnIdx = 0;

        switch (selected)
        {
        case ' ':
            returnIdx = 0;
            break;

        case '#':
            returnIdx = 1;
            break;

        case 'x':
            returnIdx = 2;
            break;

        default:
            break;
        }

        return(returnIdx);
    }
Esempio n. 2
0
    void GenerateRoomFromFile(string path)
    {
        Room room = Instantiate <GameObject>(RoomPrefab).GetComponent <Room>();

        room.transform.parent = this.transform;

        BaseLevelObject Level = UnityEditor.AssetDatabase.LoadMainAssetAtPath(path) as BaseLevelObject;

        char[] currentLevelData = Level.GetLevelData();
        int    rowCount         = Level.numRows;

        RoomStartPos      = new Vector2(0, CellHeight * rowCount);
        room.RoomPosition = new Vector2(RoomStartPos.x, RoomStartPos.y);

        for (int i = 0; i < currentLevelData.Length; i++)
        {
            int  x           = i / rowCount;
            int  y           = i % rowCount;
            char currentChar = currentLevelData[i];
            if (TileMappings.ContainsKey(currentChar))
            {
                room.SetRoomSprite(x, y, TileMappings[currentChar]);
            }
        }

        GameObject player = Instantiate <GameObject>(PlayerPrefab);

        player.transform.position = new Vector3(CellWidth * 2, CellHeight * 2, 0);
    }