public void CreateLevelsList(int numerOfLevels) { bool[,] tempObs = new bool[LevelConfig.xObs, LevelConfig.yObs], tempTar = new bool[LevelConfig.xTarg, LevelConfig.yTarg]; ObsticleMovementType levelObsticleMovementType = ObsticleMovementType.None; for (int i = 0; i < numerOfLevels; i++) { allTargets.RandomizeTargets(Mathf.RoundToInt(i / 10f) + 1); tempTar = allTargets.targetPattern; allObsticles.RandomizeObsticles((int)Mathf.Floor(i / 10f)); tempObs = allObsticles.obsticlePattern; if (i >= 0 && i <= 20) { levelObsticleMovementType = ObsticleMovementType.None; } else if (i > 20 && i <= 30) { levelObsticleMovementType = ObsticleMovementType.OnlyY; } else if (i > 30 && i <= 40) { levelObsticleMovementType = ObsticleMovementType.OnlyZ; } else if (i > 40) { levelObsticleMovementType = ObsticleMovementType.Ramdom; } allLevels.Add(new LevelConfig(tempTar, tempObs, levelObsticleMovementType)); } }
public LevelConfig(bool[,] targetPatern, bool[,] obsticlePattern, ObsticleMovementType movementType) { this.targetPattern = targetPatern; this.obsticlePattern = obsticlePattern; this.levelObsticlesMovementType = movementType; xTarg = 5; yTarg = 4; xObs = 4; yObs = 3; }