// Use this for initialization void Start() { base.Start(); zoom_factor = 4f; ColorizeMethod colorizer = colorize; make_map(32, colorizer, "TacticalTile"); }
protected void make_map(int r, ColorizeMethod colorize, string prefab_name) { tiles = new Dictionary <int, Dictionary <int, Dictionary <int, GameObject> > >(); radius_tiles = new Dictionary <int, Dictionary <int, HexadrantTiles> >(); for (int x = -r; x <= r; x++) { for (int y = -r; y <= r; y++) { int z = -(x + y); if (Mathf.Abs(z) > r) { continue; } if (!tiles.ContainsKey(x)) { tiles[x] = new Dictionary <int, Dictionary <int, GameObject> >(); } if (!tiles[x].ContainsKey(y)) { tiles[x][y] = new Dictionary <int, GameObject>(); } GameObject hex_sprite = (GameObject)Instantiate(Resources.Load(prefab_name)); HexGrid hex_grid = hex_sprite.GetComponent <HexGrid>(); Vector3 pl = hex_grid.spawn(x, y, z); hex_sprite.transform.position = pl; int radius = hex_grid.radius; int hexadrant = hex_grid.hexadrant; if (!radius_tiles.ContainsKey(radius)) { radius_tiles[radius] = new Dictionary <int, HexadrantTiles>(); } if (!radius_tiles[radius].ContainsKey(hexadrant)) { radius_tiles[radius][hexadrant] = new HexadrantTiles(); } radius_tiles[radius][hexadrant].Add(hex_sprite); colorize(hex_sprite, r); tiles[x][y][z] = hex_sprite; if (z > r) { break; } } } }
// Use this for initialization void Start() { base.Start(); ColorizeMethod colorizer = colorize; make_map(23, colorizer, "SkillTile"); SkillLoader skl = GetComponent <SkillLoader>(); skl.Build(); SkillStruct ss = skl.get_struct(); apply_skills_to_hex_grid_map(ss); populate_rest(); activate_ground_zero(); }
public object Colorize(ColorizeMethod method, params object[] options) { return null; }
public void InvokeOnUIThread(ColorizeMethod colorize) { TextBox.BeginInvoke(new MethodInvoker(colorize)); }
public void InvokeOnUIThread(ColorizeMethod colorize) { TextBox.BeginInvoke(new MethodInvoker(colorize)); }
public object Colorize(ColorizeMethod method, params object[] options) { return(null); }