private void DrawMap() { Vector3 startPosition = GetMapStartPosition(); GameObject mazeHolder = new GameObject("Maze Holder"); tiles = new InstantiatedTile[currentMapPixels.GetLength(0), currentMapPixels.GetLength(1)]; for (int i = 0; i < currentMapPixels.GetLength(0); i++) { for (int j = 0; j < currentMapPixels.GetLength(1); j++) { Vector3 tilePosition = new Vector3(startPosition.x + (i * TILE_DIMENSIONS), 0.0f, startPosition.z + (j * TILE_DIMENSIONS)); Color currentColor = currentMapPixels[i, j]; Tile tile = GetTileByColor(currentColor); GameObject newTileGO = (GameObject)GameObject.Instantiate(tile.prefabs[Random.Range(0, tile.prefabs.Length)], tilePosition, Quaternion.identity); newTileGO.transform.parent = mazeHolder.transform; tiles[i, j] = new InstantiatedTile(tile.type, newTileGO); if (tile.type == TileType.START_POS) { spawnPoint = new IntVector2(i, j); } } } }
private void DrawMap() { Vector3 startPosition = GetMapStartPosition(); GameObject mazeHolder = new GameObject("Maze Holder"); tiles = new InstantiatedTile[currentMapPixels.GetLength(0), currentMapPixels.GetLength(1)]; for (int i = 0; i < currentMapPixels.GetLength(0); i++) { for (int j = 0; j < currentMapPixels.GetLength(1); j++) { Vector3 tilePosition = new Vector3(startPosition.x + (i * TILE_DIMENSIONS), 0.0f, startPosition.z + (j * TILE_DIMENSIONS)); Color currentColor = currentMapPixels[i, j]; Tile tile = GetTileByColor(currentColor); GameObject newTileGO = (GameObject) GameObject.Instantiate(tile.prefabs[Random.Range(0, tile.prefabs.Length)], tilePosition, Quaternion.identity); newTileGO.transform.parent = mazeHolder.transform; tiles[i, j] = new InstantiatedTile(tile.type, newTileGO); if(tile.type == TileType.START_POS) { spawnPoint = new IntVector2(i, j); } } } }