public void changeFloorType(int nIndex, int ft) { GameObject obj = Instantiate(Resources.Load(MapBasicData.GetFloorRes(ft))) as GameObject; obj.transform.SetParent(m_parent.transform, true); obj.transform.position = m_floorObjList[nIndex].transform.position; obj.transform.GetComponent <Renderer>().sortingOrder = 0; DestroyImmediate(m_floorObjList[nIndex]); m_floorObjList[nIndex] = obj; m_ftList[nIndex] = ft; }
void DrawFloor() { int nNum = 0; for (int i = 0; i < m_col; i++) { for (int j = 0; j < m_raw; j++) { string str = MapBasicData.GetFloorRes(m_mapData.m_ftList[nNum]); GameObject obj = Instantiate(Resources.Load(str)) as GameObject; obj.transform.SetParent(m_buildEdit.transform, true); m_floorObjList.Add(obj); nNum++; } } setMapPos(); }
void drawFloor(Vector2 vec) { MapBasicData.ReadFloorFile(m_ftList); int num = 0; Vector2 temp = Camera.main.ScreenToWorldPoint(vec); for (int i = 0; i < m_nCol; i++) { for (int j = 0; j < m_nRaw; j++) { string str = MapBasicData.GetFloorRes(m_ftList[num]); GameObject obj = Instantiate(Resources.Load(str)) as GameObject; obj.transform.SetParent(m_build.transform, true); obj.transform.position = new Vector2(temp.x + j * 0.355f + i * 0.355f, temp.y + j * 0.205f - i * 0.205f); MapBasicData.map_list[num] = obj.transform.position; num++; } } }