public void SpawnStaticBrick(List <Vector2> positions) { brickType = 8; foreach (Vector2 vt in positions) { BrickPart part = (BrickPart)Instantiate(partPrefab); part.transform.SetParent(partRegion); part.transform.localScale = Vector3.one; part.image.sprite = sprites[brickType]; part.image.color = Color.gray; part.frame.SetActive(false); part.GetComponent <RectTransform>().anchoredPosition = new Vector3(vt.x * BRICK_SIZE, vt.y * BRICK_SIZE); part.pos = vt; parts.Add(part); } UpdateCorner(); }
public void SpawnBrick(int type, bool shadow = false) { brickType = type; isShadow = shadow; foreach (Vector2 vt in BRICK_POS[type]) { BrickPart part = (BrickPart)Instantiate(partPrefab); part.transform.SetParent(partRegion); part.transform.localScale = Vector3.one; part.image.sprite = isShadow ? sprites[7] : sprites[type]; part.image.SetColorAlpha(isShadow ? 0.2f : 1); part.frame.SetActive(!isShadow); part.GetComponent <RectTransform>().anchoredPosition = new Vector3(vt.x * BRICK_SIZE, vt.y * BRICK_SIZE); part.pos = vt; parts.Add(part); } UpdateCorner(); }