コード例 #1
0
ファイル: gamePiece.cs プロジェクト: jojoruteon/memorygame
    //função que atribui comportamentos aos elementos da dropdown list de diferentes peças
    void InstantiatePrimitive(activeTile at)
    {
        switch (at)
        {
        case activeTile.elephant:
            GetComponent <MeshRenderer>().material = elephantTile;
            currentTileValue = 0;
            break;

        case activeTile.giraffe:
            GetComponent <MeshRenderer>().material = giraffeTile;
            currentTileValue = 1;
            break;

        case activeTile.hippo:
            GetComponent <MeshRenderer>().material = hippoTile;
            currentTileValue = 2;
            break;

        case activeTile.monkey:
            GetComponent <MeshRenderer>().material = monkeyTile;
            currentTileValue = 3;
            break;

        case activeTile.panda:
            GetComponent <MeshRenderer>().material = pandaTile;
            currentTileValue = 4;
            break;

        case activeTile.parrot:
            GetComponent <MeshRenderer>().material = parrotTile;
            currentTileValue = 5;
            break;

        case activeTile.penguin:
            GetComponent <MeshRenderer>().material = penguinTile;
            currentTileValue = 6;
            break;

        case activeTile.pig:
            GetComponent <MeshRenderer>().material = pigTile;
            currentTileValue = 7;
            break;

        case activeTile.rabbit:
            GetComponent <MeshRenderer>().material = rabbitTile;
            currentTileValue = 8;
            break;

        case activeTile.snake:
            GetComponent <MeshRenderer>().material = snakeTile;
            currentTileValue = 9;
            break;
        }
    }
コード例 #2
0
    public static void setActiveTile(HexaPos pos, HexaPos oldPos)
    {
        GameObject parent = landscape[oldPos.x, oldPos.y];

        if (pos != oldPos)
        {
            GameObject actmap  = parent.transform.FindChild("actualTile").gameObject;
            Tile       oldTile = parent.GetComponent <Tile>();
            GameObject restore;
            if (oldTile.tile_type == tileType.Desert)
            {
                if (oldTile.genField == 1)
                {
                    restore = (GameObject)Instantiate(Initialisation.sandTile_1);
                }
                else if (oldTile.genField == 2)
                {
                    restore = (GameObject)Instantiate(Initialisation.sandTile_2);
                }
                else
                {
                    restore = (GameObject)Instantiate(Initialisation.sandTile_3);
                }
            }
            else if (oldTile.tile_type == tileType.Forrest)
            {
                if (oldTile.genField == 1)
                {
                    restore = (GameObject)Instantiate(Initialisation.forrestTile_1);
                }
                else if (oldTile.genField == 2)
                {
                    restore = (GameObject)Instantiate(Initialisation.forrestTile_2);
                }
                else
                {
                    restore = (GameObject)Instantiate(Initialisation.forrestTile_3);
                }
            }
            else if (oldTile.tile_type == tileType.Mountain)
            {
                if (oldTile.genField == 1)
                {
                    restore = (GameObject)Instantiate(Initialisation.mountainTile_1);
                }
                else if (oldTile.genField == 2)
                {
                    restore = (GameObject)Instantiate(Initialisation.mountainTile_2);
                }
                else
                {
                    restore = (GameObject)Instantiate(Initialisation.mountainTile_3);
                }
            }
            else
            {
                if (oldTile.genField == 1)
                {
                    restore = (GameObject)Instantiate(Initialisation.oasisTile_1);
                }
                else if (oldTile.genField == 2)
                {
                    restore = (GameObject)Instantiate(Initialisation.oasisTile_2);
                }
                else
                {
                    restore = (GameObject)Instantiate(Initialisation.oasisTile_3);
                }
            }
            discoveredTile dt = restore.AddComponent <discoveredTile>();
            dt.position = oldPos;
            restore.AddComponent <MeshCollider>();
            restore.transform.position   = actmap.transform.position;
            restore.transform.localScale = actmap.transform.lossyScale;
            restore.transform.parent     = parent.transform;
            restore.transform.name       = "actualTile";
            Destroy(actmap);
        }
        //SET new active Tile here
        parent = landscape[pos.x, pos.y];
        GameObject newTile  = parent.transform.FindChild("actualTile").gameObject;
        Tile       oldTileq = parent.GetComponent <Tile>();
        GameObject activeTile;

        if (oldTileq.tile_type == tileType.Desert)
        {
            activeTile = (GameObject)Instantiate(Initialisation.sandTile_active);
        }
        else if (oldTileq.tile_type == tileType.Forrest)
        {
            activeTile = (GameObject)Instantiate(Initialisation.forrestTile_active);
        }
        else if (oldTileq.tile_type == tileType.Mountain)
        {
            activeTile = (GameObject)Instantiate(Initialisation.mountainTile_active);
        }
        else
        {
            activeTile = (GameObject)Instantiate(Initialisation.oasisTile_active);
        }
        activeTile dti = activeTile.AddComponent <activeTile>();

        dti.position = pos;
        activeTile.AddComponent <MeshCollider>();
        activeTile.transform.position   = newTile.transform.position;
        activeTile.transform.localScale = newTile.transform.lossyScale;
        activeTile.transform.parent     = parent.transform;
        activeTile.transform.name       = "actualTile";
        Destroy(newTile);
    }