void InitCells()
    {
        // GameObject cellObject = new GameObject();

        //creates an empty object and adds a sprite renderer component -> set the sprite to cellSprite
        // cellObject.AddComponent<SpriteRenderer>().sprite = cellSprite;

        //catch the size of the sprite

        cellSize = text.GetComponent <MeshRenderer>().bounds.size;
        //get the new cell size -> adjust the size of the cells to fit the size of the grid
        Vector2 newCellSize = new Vector2(gridSize.x / (float)cols, gridSize.y / (float)rows);

        cellSize = newCellSize; //the size will be replaced by the new computed size, we just used cellSize for computing the scale
        //fix the cells to the grid by getting the half of the grid and cells add and minus experiment
        gridOffset.x = -(gridSize.x / 2) + cellSize.x / 2;
        gridOffset.y = -(gridSize.y / 2) + cellSize.y / 2;

        //fill the grid with cells by using Instantiate
        for (int row = 0; row < rows; row++)
        {
            for (int col = 0; col < cols; col++)
            {
                dem++;
                //add the cell size so that no two cells will have the same x and y position
                Vector2 pos = new Vector2(col * cellSize.x + gridOffset.x + transform.position.x, row * cellSize.y + gridOffset.y + transform.position.y);

                //instantiate the game object, at position pos, with rotation set to identity
                GameObject cO = Instantiate(text, pos, Quaternion.identity) as GameObject;


                cO.GetComponent <TextMesh>().text = dataLoaderListenning.GetDataValue(dataLoaderListenning.items[dataLoaderListenning.indexitems[dem]], "Kanji:");
                //set the parent of the cell to GRID so you can move the cells together with the grid;
                cO.transform.parent = transform;
            }
        }

        //destroy the object used to instantiate the cells
        //Destroy(text);
    }
Esempio n. 2
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 public void DownloadTheAudio(int dem)
 {
     result = dataLoaderListenning.GetDataValue(dataLoaderListenning.items[dataLoaderListenning.indexquests[dem]], "Kanji:");
     //EasyTTSUtil.SpeechAdd(result);
 }