public Tile CreateWaterTile(WaterTilesTypes type) { var go = GameObject.Instantiate(_goTile); go.GetComponent <SpriteRenderer>().sprite = SpriteForWaterTile(type); return(new WaterTile(type, go)); }
public List<Tile> CreateWaterTiles(WaterTilesTypes type) { var tilesCount = WaterTilesCount(type); var tiles = new List<Tile>(); for (int i = 0; i < tilesCount; i++) { Tile tile = CreateWaterTile(type); tiles.Add(tile); } return tiles; }
public List <Tile> CreateWaterTiles(WaterTilesTypes type) { var tilesCount = WaterTilesCount(type); var tiles = new List <Tile>(); for (int i = 0; i < tilesCount; i++) { Tile tile = CreateWaterTile(type); tiles.Add(tile); } return(tiles); }
private Sprite SpriteForWaterTile(WaterTilesTypes type) { Sprite sprite = null; String spriteName = null; switch (type) { case WaterTilesTypes.Water: spriteName = "water"; break; case WaterTilesTypes.Dock: spriteName = "dock"; break; case WaterTilesTypes.DockBrick: spriteName = "dock_brick"; break; case WaterTilesTypes.DockHay: spriteName = "dock_hay"; break; case WaterTilesTypes.DockStone: spriteName = "dock_stone"; break; case WaterTilesTypes.DockWood: spriteName = "dock_wood"; break; case WaterTilesTypes.DockWool: spriteName = "dock_wool"; break; } if (!_spritesCache.ContainsKey(spriteName)) { sprite = Resources.Load(TileSpritePath + spriteName, typeof(Sprite)) as Sprite; _spritesCache.Add(spriteName, sprite); } else { sprite = _spritesCache[spriteName]; } return(sprite); }
private int WaterTilesCount(WaterTilesTypes type) { int tilesCount = 0; switch (type) { case WaterTilesTypes.Water: tilesCount = 9; break; case WaterTilesTypes.Dock: tilesCount = 4; break; case WaterTilesTypes.DockBrick: tilesCount = 1; break; case WaterTilesTypes.DockHay: tilesCount = 1; break; case WaterTilesTypes.DockStone: tilesCount = 1; break; case WaterTilesTypes.DockWood: tilesCount = 1; break; case WaterTilesTypes.DockWool: tilesCount = 1; break; } return(tilesCount); }
public WaterTile(WaterTilesTypes type, GameObject go) : base(TilesTypes.Water, go) { }
public Tile CreateWaterTile(WaterTilesTypes type) { var go = GameObject.Instantiate(_goTile); go.GetComponent<SpriteRenderer>().sprite = SpriteForWaterTile(type); return new WaterTile(type, go); }
private int WaterTilesCount(WaterTilesTypes type) { int tilesCount = 0; switch (type) { case WaterTilesTypes.Water: tilesCount = 9; break; case WaterTilesTypes.Dock: tilesCount = 4; break; case WaterTilesTypes.DockBrick: tilesCount = 1; break; case WaterTilesTypes.DockHay: tilesCount = 1; break; case WaterTilesTypes.DockStone: tilesCount = 1; break; case WaterTilesTypes.DockWood: tilesCount = 1; break; case WaterTilesTypes.DockWool: tilesCount = 1; break; } return tilesCount; }
private Sprite SpriteForWaterTile(WaterTilesTypes type) { Sprite sprite = null; String spriteName = null; switch (type) { case WaterTilesTypes.Water: spriteName = "water"; break; case WaterTilesTypes.Dock: spriteName = "dock"; break; case WaterTilesTypes.DockBrick: spriteName = "dock_brick"; break; case WaterTilesTypes.DockHay: spriteName = "dock_hay"; break; case WaterTilesTypes.DockStone: spriteName = "dock_stone"; break; case WaterTilesTypes.DockWood: spriteName = "dock_wood"; break; case WaterTilesTypes.DockWool: spriteName = "dock_wool"; break; } if (!_spritesCache.ContainsKey(spriteName)) { sprite = Resources.Load(TileSpritePath + spriteName, typeof(Sprite)) as Sprite; _spritesCache.Add(spriteName, sprite); } else { sprite = _spritesCache[spriteName]; } return sprite; }