コード例 #1
0
    public void ClearLevel()
    {
        for (int i = 0; i < meshes.Count; i++)
        {
            Destroy(meshes [i]);
        }
        meshes.Clear();

        levelMeshPrefab = (GameObject)Resources.Load("LevelMesh");
        levelMesh       = Instantiate(levelMeshPrefab);
        meshes.Add(levelMesh);


        GameObject[]      tmp = GameObject.FindGameObjectsWithTag("InteractiveObject");
        List <GameObject> interactiveObjects = new List <GameObject> (tmp);

        foreach (ObjectInfo obj in level.objects)
        {
            int index = interactiveObjects.FindIndex(o => o.GetComponent <InteractiveObjectScene> ().objId == obj.objId);
            if (index != -1)
            {
                Destroy(interactiveObjects[index]);
            }
            //level.RemoveObjectById (obj.objId);
        }

        level = GetNewLevelRudiment();
        objectList.Clear();
    }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        bc              = gameObject.GetComponent <BlockController> ();
        tileList        = GameObject.Find("ObjectsLists").GetComponent <ListElementsController> ();
        levelMeshPrefab = (GameObject)Resources.Load("LevelMesh");
        levelMesh       = Instantiate(levelMeshPrefab);
        meshes.Add(levelMesh);
        for (int i = 0; i < width; i++)
        {
            for (int j = 0; j < width; j++)
            {
                blocks[width.ToString() + ";" + height.ToString()] = null;
            }
        }

        level = new LevelRudiment();

        gridMeshPrefab         = (GameObject)Resources.Load("GridMesh");
        randomModePercentValue = GameObject.Find("RandomPercentField").GetComponent <InputField>();

        foreach (GameObject obj in Resources.LoadAll <GameObject>("GameObjects"))
        {
            interactiveObjectPrefabs.Add(obj.name, obj.gameObject);
        }
    }
コード例 #3
0
    public LevelRudiment GetNewLevelRudiment()
    {
        LevelRudiment rudiment = new LevelRudiment();

        rudiment.levelHeight = height;
        rudiment.levelWidth  = width;
        rudiment.textureName = ListElementsController.listElementsController.textureAtlasName;
        return(rudiment);
    }