コード例 #1
0
ファイル: MainGame.cs プロジェクト: dev4robi/portfolio
    // 보드 초기화
    public void InitializeBoard()
    {
        int iBoardRow = GameData.iBoardRow, iBoardCol = GameData.iBoardCol;

        // 생성된 Dot이 있다면 제거
        if (objBoardArray.transform.childCount > 0)
        {
            for (int i = 0; i < objBoardArray.transform.childCount; ++i)
            {
                Destroy(objBoardArray.transform.GetChild(i).gameObject);
            }
        }

        // 생성된 LinkLine이 있다면 제거
        if (objLinkLines.transform.childCount > 0)
        {
            RemoveLinkLineAll();
        }

        // 보드 데이터 생성
        boardData = new DotObject[iBoardRow, iBoardCol];

        Vector3 pos = Vector3.zero;                         // Dot의 위치

        // 좌상 우하 순서로 Dot 생성
        for (int i = 0; i < iBoardRow; ++i)
        {
            for (int j = 0; j < iBoardCol; ++j)
            {
                pos = new Vector3(-GameData.fBoardHalfWidth + j * GameData.fWidthDist, GameData.fBoardHalfHeight - i * GameData.fHeightDist, 0.00f);
                DotObject.CreateDot(pos, i, j, true, objBoardArray.transform, boardData);
            }
        }
    }
コード例 #2
0
ファイル: MainGame.cs プロジェクト: dev4robi/portfolio
    // Databoard의 빈 공간 채우기
    private void FillDataBoard()
    {
        Vector3 pos;

        for (int i = 0; i < GameData.iBoardRow; ++i)
        {
            for (int j = 0; j < GameData.iBoardCol; ++j)
            {
                if (boardData[i, j] == null)
                {
                    switch (enGravityDir)
                    {
                    default:
                    case GravityDirection.GRAVITY_DOWN:
                        pos = new Vector3(-GameData.fBoardHalfWidth + j * GameData.fWidthDist, GameData.fBoardHeight - i * GameData.fHeightDist, 0.00f);
                        break;

                    case GravityDirection.GRAVITY_UP:
                        pos = new Vector3(-GameData.fBoardHalfWidth + j * GameData.fWidthDist, -GameData.fBoardHeight - i * GameData.fHeightDist, 0.00f);
                        break;

                    case GravityDirection.GRAVITY_LEFT:
                        pos = new Vector3(GameData.fBoardWidth + j * GameData.fWidthDist, GameData.fBoardHalfHeight - i * GameData.fHeightDist, 0.00f);
                        break;

                    case GravityDirection.GRAVITY_RIGHT:
                        pos = new Vector3(-GameData.fBoardWidth + j * GameData.fWidthDist, GameData.fBoardHalfHeight - i * GameData.fHeightDist, 0.00f);
                        break;

                    case GravityDirection.GRAVITY_OUTWARDS:
                        pos = new Vector3(-GameData.fBoardHalfWidth + j * GameData.fWidthDist, GameData.fBoardHalfHeight - i * GameData.fHeightDist, 0.00f);
                        break;
                    }
                    DotObject.CreateDot(pos, i, j, true, objBoardArray.transform, boardData);
                }
            }
        }
    }