/** * Map List: * - Street * - Junkyard * - Houses x3 */ private SceneBuilder SceneFactory( int house_index, string type, Transform transform) { if (type == "house") { HouseBuilder builder = new HouseBuilder(); //builder.floor_tiles = materials.house_floors; //builder.wall_tiles = materials.house_walls; builder.houseComponents = houseComponents; builder.columns = 20; builder.rows = 20; builder.sprite_list = rawHouseSprites[0]; // hardcoded for now cus we only have 1 list of sprites builder.sprite_mapper = sprite_mapper; builder.board_holder_transform = transform; builder.door1 = materials.house_door1; builder.door2 = materials.house_door2; builder.gm = this; return(builder); } else if (type == "street") { StreetBuilder builder = new StreetBuilder(); builder.floor_tiles = materials.street_floors; builder.wall_tiles = materials.street_walls; builder.door_tiles = materials.street_doors; builder.columns = 30; builder.rows = 80; builder.board_holder_transform = transform; builder.door1 = materials.house_door1; builder.door2 = materials.house_door2; builder.gm = this; return(builder); } else { return(null); } }
private void BuildWorld() { // Build Houses houses = new List <HouseBuilder>(); board_holder_transform = new GameObject("Board").transform; for (int i = 0; i < house_count; i++) { HouseBuilder hg = SceneFactory(1, "house", board_holder_transform) as HouseBuilder; hg.serealize(); houses.Add(hg); } // TEMP - JUST GET DOOR // materials.street_doors.GetComponent<SpriteRenderer>().sprite = houses[0].sprite_list[sprite_mapper["door"][0]]; //houses[0].materialize(); //houses[0].deMaterialize(); //Build Street street = SceneFactory(1, "street", board_holder_transform) as StreetBuilder; street.serealize(); currentScene = street; currentScene.materialize(); //street_builder.materialize(); // player.transform.position = new Vector3(15, 0, -1f); // Build Street // StreetBuilder street_builder = new StreetBuilder(); // street_builder.board_holder_transform = board_holder_transform; // street_builder.floor_tiles = materials.street_floors; // street_builder.wall_tiles = materials.street_walls; // street_builder.seralizeStreet(); // street_builder.materalizeStreet(); // player.transform.position = new Vector3(100,0,-1f); }