// Use this for initialization void Start() { b = gameObject.GetComponent <BlockController>(); h = gameObject.GetComponent <HardObjectController>(); g = gameObject.GetComponent <GoalBlockController>(); if (gameObject.tag.Contains("Movable")) { objectTag = 'b'; lightColor = new Color(1, 1, 1, 0); } else if (gameObject.tag.Contains("Goal")) { objectTag = 'g'; lightColor = new Color(0.8f, 0.8f, 0.2f, 0); } rend = GetComponent <Renderer>(); if (lightning) { currentColor = lightColor; } else { currentColor = new Color(0, 0, 0, 0); } rend.material.SetColor("_EmissionColor", currentColor); }
void CreateMap() { int goalNum = 0; for (int floor = 0; floor < 2; floor++) { for (int dz = 0; dz < mapSizeZ; dz++) { for (int dx = 0; dx < mapSizeX; dx++) { MapPos mapPos = new MapPos(floor, dx, dz); Vector3 Pos = MapposToUnipos(mapPos); switch (map[floor, dx, dz]) { case 0: goMap[floor, dx, dz] = null; break; case 1: goMap[floor, dx, dz] = Instantiate(baseBlock, Pos, Quaternion.identity); break; case 2: goMap[floor, dx, dz] = Instantiate(movableBlock, Pos, Quaternion.identity); BlockController b2 = goMap[floor, dx, dz].GetComponent <BlockController>(); LightningController l1 = goMap[floor, dx, dz].GetComponent <LightningController>(); l1.lightning = false; b2.nowPos = mapPos; break; case 3: goMap[floor, dx, dz] = Instantiate(movableBlock, Pos, Quaternion.identity); BlockController b3 = goMap[floor, dx, dz].GetComponent <BlockController>(); LightningController l2 = goMap[floor, dx, dz].GetComponent <LightningController>(); b3.nowPos = mapPos; l2.lightning = true; break; case 4: goMap[floor, dx, dz] = Instantiate(iceBlock, Pos, Quaternion.identity); break; case 99: goMap[floor, dx, dz] = Instantiate(goal, Pos, Quaternion.identity); GoalBlockController g = goMap[floor, dx, dz].GetComponent <GoalBlockController>(); LightningController l3 = goMap[floor, dx, dz].GetComponent <LightningController>(); l3.lightning = false; g.nowPos = mapPos; g.goalNumber = goalNum++; break; } } } } goalFlag = new bool[goalNum]; }