void PopulateSceneFromGameMap() { var map = gameState.GameMap; for (int outer = 0; outer < map.Length; outer++) { for (int inner = 0; inner < map[outer].Length; inner++) { var cell = map[outer][inner]; var x = cell.X; var y = cell.Y; instantiator.InstantiateBuildingsAtLocation(cell.Buildings, x, y); //create list of player A missiles var missilesPlayerA = new List <Missile>(); var missilesPlayerB = new List <Missile>(); //create list of player B missiles if (cell.Missiles.Count > 0) { for (int m = 0; m < cell.Missiles.Count; m++) { if (cell.Missiles[m].PlayerType == PlayerType.A) { missilesPlayerA.Add(cell.Missiles[m]); } else { missilesPlayerB.Add(cell.Missiles[m]); } } } instantiator.InstantiateMissileAtLocation(missilesPlayerA, x, y, rate); instantiator.InstantiateMissileAtLocation(missilesPlayerB, x, y, rate); if (currentRound == startRound) { instantiator.InstantiateGroundTile(inner, outer, cell.CellOwner); } } } }
private void PopulateSceneFromGameMap() { var map = gameState.GameMap; for (int outer = 0; outer < map.Length; outer++) { for (int inner = 0; inner < map[outer].Length; inner++) { var cell = map [outer] [inner]; var x = cell.X; var y = cell.Y; instantiator.InstantiateBuildingsAtLocation(cell.Buildings, x, y); instantiator.InstantiateMissileAtLocation(cell.Missiles, x, y, 0.5f); // Map is orientated vertically, with inner objects having x, y related to that // orientation. We want to orientate horizontally for easier use in Editor. // inner = x // outer = y instantiator.InstantiateGroundTile(inner, outer); } } }