// Use this for initialization
    void Start()
    {
        instance = this;
        sr       = GetComponent <SpriteRenderer> ();
        // sr: Global GroundController variable, ref for the Ground SpriteRenderer
        //Texture2D tex = (Texture2D) Resources.Load ("ground2");
        Texture2D tex = (Texture2D)Resources.Load("ground1");

        switch (GameManager.value)
        {
        case 0:
            tex = (Texture2D)Resources.Load("ground1");
            break;

        case 1:
            tex = (Texture2D)Resources.Load("ground2");
            break;

        case 2:
            tex = (Texture2D)Resources.Load("ground3");
            break;

        case 3:
            tex = (Texture2D)Resources.Load("ground4");
            break;

        case 4:
            tex = (Texture2D)Resources.Load("ground5");
            break;
        }
        Debug.Log(GameManager.value + "    Terrain type Selection");
        //sr.sprite = GameManager.instance.Texture_sprite[GameManager.value];
        //Texture2D tex = (Texture2D) Resources.Load (GameManager.instance.Terrain[GameManager.instance.value]);
        // Resources.Load ("filename") loads a file located
        // in Assets / Resources
        Texture2D tex_clone = (Texture2D)Instantiate(tex);

        // We created a Texture2D clone of tex so we did not change the original image
        sr.sprite = Sprite.Create(tex_clone,
                                  new Rect(0f, 0f, tex_clone.width, tex_clone.height),
                                  new Vector2(0.5f, 0.5f), 100f);
        Destroy(GetComponent <PolygonCollider2D> ());
        gameObject.AddComponent <PolygonCollider2D>();
        transp = new Color(0f, 0f, 0f, 0f);
        initSpriteDimensions();
    }
Esempio n. 2
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 // Use this for initialization
 void Awake()
 {
     terrainD = GetComponent <TerrainDestruction>();
 }