public void ClearLevel() { for (int i = 0; i < meshes.Count; i++) { Destroy(meshes [i]); } meshes.Clear(); levelMeshPrefab = (GameObject)Resources.Load("LevelMesh"); levelMesh = Instantiate(levelMeshPrefab); meshes.Add(levelMesh); GameObject[] tmp = GameObject.FindGameObjectsWithTag("InteractiveObject"); List <GameObject> interactiveObjects = new List <GameObject> (tmp); foreach (ObjectInfo obj in level.objects) { int index = interactiveObjects.FindIndex(o => o.GetComponent <InteractiveObjectScene> ().objId == obj.objId); if (index != -1) { Destroy(interactiveObjects[index]); } //level.RemoveObjectById (obj.objId); } level = GetNewLevelRudiment(); objectList.Clear(); }
// Use this for initialization void Start() { bc = gameObject.GetComponent <BlockController> (); tileList = GameObject.Find("ObjectsLists").GetComponent <ListElementsController> (); levelMeshPrefab = (GameObject)Resources.Load("LevelMesh"); levelMesh = Instantiate(levelMeshPrefab); meshes.Add(levelMesh); for (int i = 0; i < width; i++) { for (int j = 0; j < width; j++) { blocks[width.ToString() + ";" + height.ToString()] = null; } } level = new LevelRudiment(); gridMeshPrefab = (GameObject)Resources.Load("GridMesh"); randomModePercentValue = GameObject.Find("RandomPercentField").GetComponent <InputField>(); foreach (GameObject obj in Resources.LoadAll <GameObject>("GameObjects")) { interactiveObjectPrefabs.Add(obj.name, obj.gameObject); } }
public LevelRudiment GetNewLevelRudiment() { LevelRudiment rudiment = new LevelRudiment(); rudiment.levelHeight = height; rudiment.levelWidth = width; rudiment.textureName = ListElementsController.listElementsController.textureAtlasName; return(rudiment); }