Esempio n. 1
0
//	public BoxScript boxScript;

    // Use this for initialization
    void Start()
    {
        boxes = new GameObject[columns * rows];
        if (width > 1)
        {
            width = 1;
        }
        if (height > 1)
        {
            height = 1;
        }

        float worldHeight = 2f * Camera.main.orthographicSize;
        float worldWidth  = worldHeight * Camera.main.aspect;

//		int numberOfBoxes = columns * rows;
        float boxWidth  = (worldWidth * width) / columns;
        float boxHeight = (worldHeight * height) / rows;

//		boxWidth = Camera.main.WorldToScreenPoint (boxWidth);
//		boxHeight = Camera.main.WorldToScreenPoint (boxHeight);


        lanes         = new float[rows];
        laneAvailable = new bool[rows];

        Vector3 worldBottomLeft = new Vector3(-worldWidth / 2 + boxWidth / 2, -worldHeight / 2 + boxHeight / 2, 0);

        enemyArea = new Rect(worldBottomLeft.x + left + width * worldWidth, worldBottomLeft.y + bottom, worldWidth - width * worldWidth - left, worldHeight * height);

//		Vector2 upperLeftCorner = new Vector2 (-screenWidth / 2, -screenHeight / 2);
        int counter = 0;

        for (int i = 0; i < columns; i++)
        {
            for (int j = 0; j < rows; j++)
            {
                GameObject box = (GameObject)Instantiate(tilePrefab, worldBottomLeft + new Vector3(i * boxWidth + left, j * boxHeight + bottom, 0), tilePrefab.transform.rotation);
                boxes[counter] = box;
                BoxScript boxScript = box.GetComponent <BoxScript>();
                boxScript.Generate(counter, boxWidth, boxHeight);
                counter++;
                if (i == 0)
                {
                    lanes[j]         = (worldBottomLeft + new Vector3(i * boxWidth + left, j * boxHeight + bottom, 0)).y;
                    laneAvailable[j] = true;
                }
            }
        }
    }