private void addBlockToGameScene(int x, int y, int spriteIndex) { if (spriteIndex == -2) { // DEAD UnityEngine.Object.Destroy(GameObject.Find(x + "," + y)); UtilsClass.CreateWorldSprite(x + "," + y, sprites[sprites.Length - 1], GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, new Vector3(1, 1, 1), 0, Color.white); return; } if (x >= 0 && y >= 0 && x < width && y < height) { if (spriteIndex >= 0) { UnityEngine.Object.Destroy(GameObject.Find(x + "," + y)); UtilsClass.CreateWorldSprite(x + "," + y, sprites[spriteIndex], GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, new Vector3(1, 1, 1), 0, Color.white); } else { UnityEngine.Object.Destroy(GameObject.Find(x + "," + y)); } } if (hasBomb(x, y)) { UnityEngine.Object.Destroy(GameObject.Find(x + "," + y)); UtilsClass.CreateWorldSprite(x + "," + y, sprites[0], GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, new Vector3(1, 1, 1), 0, Color.white); } }
//Constructor for Grid public Pattern(int width, int height, float cellSize, Vector3 originPosition, Sprite sprite, Color color) { this.width = width; this.height = height; this.cellSize = cellSize; this.originPosition = originPosition; this.sprite = sprite; this.color = color; gridArray = new int[width, height]; flagGridArray = new int[width, height]; debugTextArray = new TextMesh[width, height]; SpriteArray = new GameObject[width, height]; for (int x = 0; x < gridArray.GetLength(0); x++) { for (int y = 0; y < gridArray.GetLength(1); y++) { randomNumber = Random.Range(1, 9); countNumber[randomNumber] += 1; gridArray[x, y] = randomNumber; debugTextArray[x, y] = UtilsClass.CreateWorldText(randomNumber.ToString(), null, GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, 20, Color.white, TextAnchor.MiddleCenter); Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x, y + 1), Color.white, 100f); Debug.DrawLine(GetWorldPosition(x, y), GetWorldPosition(x + 1, y), Color.white, 100f); SpriteArray[x, y] = UtilsClass.CreateWorldSprite(gridArray[x, y].ToString(), sprite, GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, new Vector3(20f, 20f), 0, Color.red); } } Debug.DrawLine(GetWorldPosition(0, height), GetWorldPosition(width, height), Color.white, 100f); Debug.DrawLine(GetWorldPosition(width, 0), GetWorldPosition(width, height), Color.white, 100f); }
public MapTileGridObject(Grid <MapTileGridObject> grid, int x, int y, Transform parent) { this.x = x; this.y = y; this.grid = grid; TypeOfCell = Type.Empty; tile = UtilsClass.CreateWorldSprite(parent, ToString(), MinesWeeperGameHandler.spritesArray[MinesWeeperGameHandler.COVERED_INDEX], grid.GetWorldPosition(x, y) + new Vector3(grid.CellSize, grid.CellSize) * .5f, Vector3.one, 1, Color.white); tile.GetComponent <SpriteRenderer>().sprite = MinesWeeperGameHandler.spritesArray[MinesWeeperGameHandler.COVERED_INDEX]; float newScale = grid.CellSize / 0.65f; tile.transform.localScale = new Vector3(newScale, newScale); }
public void SetValue(Vector3 worldPosition, Sprite sprite) { int x, y; GetXY(worldPosition, out x, out y); if (x >= 0 && y >= 0 && x < width && y < height) { flagGridArray[x, y] = 1; debugTextArray[x, y].text = " "; switch (currentNumber) { case 1: numberColor = Color.cyan; break; case 2: numberColor = Color.yellow; break; case 3: numberColor = Color.blue; break; case 4: numberColor = Color.white; break; case 5: numberColor = Color.grey; break; case 6: numberColor = Color.green; break; case 7: numberColor = Color.white; break; case 8: numberColor = Color.magenta; break; } SpriteArray[x, y] = UtilsClass.CreateWorldSprite(gridArray[x, y].ToString(), sprite, GetWorldPosition(x, y) + new Vector3(cellSize, cellSize) * .5f, new Vector3(20f, 20f), 0, numberColor); countNumber[currentNumber] -= 1; if (countNumber[currentNumber] == 0) { currentNumber += 1; } } }
//enables movement and shows player possible tiles they can move to. public void EnableMovement() { if (isSelected) { if (canMove == false) { originalPos = transform.position; UtilsClass.CreateWorldSprite( "MovementArea", movementAreaTile, //sprite new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z), // pos new Vector3((moveSpeed + 0.5f) * 2, ((moveSpeed) * 2) + 1, 0), // scale 1, //order new Color(0, 0, 139, 0.3f) // color ); canMove = true; } //UtilsClass.CreateWorldSprite(string name, Sprite sprite, Vector3 position, Vector3 localPosition, Vector3 localScale, int sortingOrder, Color color) } }