Esempio n. 1
0
        void CreateCollision(int y)
        {
            YLevels     lvl = yLevels[y];
            GameObject  go  = new GameObject();
            BoxCollider box = go.AddComponent <BoxCollider>();

            box.size = new Vector3(sizeX * sizeY + (scaleXZ * 2),
                                   0.2f, sizeZ + (scaleXZ * 2));
            box.transform.position = new Vector3((sizeX * scaleXZ) * .5f - (scaleXZ * .5f),
                                                 y * scaleY, (sizeZ * scaleXZ) * 0.5f - (scaleXZ * .5f));

            lvl.collisionObj      = go;
            lvl.collisionObj.name = "lvl" + y + "collision";
        }
Esempio n. 2
0
        void CreateGrid()
        {
            grid = new Node[sizeX, sizeY, sizeZ];

            for (int y = 0; y < sizeY; y++)
            {
                YLevels ylvl = new YLevels();
                ylvl.nodeParent      = new GameObject();
                ylvl.nodeParent.name = "level " + y.ToString();
                ylvl.y = y;
                yLevels.Add(ylvl);

                CreateCollision(y);

                for (int x = 0; x < sizeX; x++)
                {
                    for (int z = 0; z < sizeZ; z++)
                    {
                        Node n = new Node();
                        n.x          = x;
                        n.y          = y;
                        n.z          = z;
                        n.isWalkable = true;

                        if (debugNode)
                        {
                            Vector3 targetPosition = GetWorldCoordinatesFromNode(x, y, z);

                            GameObject go = Instantiate(debugNodeObj,
                                                        targetPosition,
                                                        Quaternion.identity
                                                        ) as GameObject;

                            go.transform.parent = ylvl.nodeParent.transform;
                            go.SetActive(true);
                        }

                        grid[x, y, z] = n;
                    }
                }
            }
        }