コード例 #1
0
 // Add an entry to the dictionary
 public static void AddEntry(Vector3 key, Tile tile)
 {
     // Add the entry to the dictionary
     tiles.Add(key, tile);
 }
コード例 #2
0
        // Generates tiles and adds them to the dictionary
        public static void GenerateAndAddTiles()
        {
            // Get all the game objects tagged as resources
            GameObject[] resourceObjects = GameObject.FindGameObjectsWithTag("Resource");

            // Loop over the map; Width first
            for (int width = 32; width < (int)MapSize.x; width += 64)
            {
                // Then height
                for (int height = 32; height < (int)MapSize.y; height += 64)
                {
                    // We are in the fourth quadrant so the y is negative
                    Vector3 key = new Vector3(width, height * -1, -1.0f);

                    // Create an empty Tile at the given position
                    Tile newTile = new Tile(key, ResourceType.None, null);

                    // Add the Tile to the dictionary
                    TileDictionary.AddEntry(key, newTile);
                } // end inner for
            } // end outer for

            // Check if the game is new
            if (GameMaster.Instance.IsNew)
            {
                // Now loop over the resourceObjects array and set the Tiles to resources
                for (int index = 0; index < resourceObjects.Length; index++)
                {
                    // Get the position of the resource
                    Vector3 key = ToPixels(resourceObjects[index].transform.position);

                    // Add the position to the list
                    TileDictionary.ResourcePositions.Add(key);

                    // Holds the Tile's ResourceType
                    ResourceType resourceType = resourceObjects[index].GetComponent<ResourceTile>().Type;

                    // Update the tile at the given key
                    TileDictionary.UpdateTile(key, resourceType, resourceObjects[index]);
                } // end for
            } // end if
            else
            {
                // Otherwise the game isn't new so load the resource positions
                GameMaster.Instance.LoadResources();

                // Get the list's length
                int length = resourceObjects.Length;

                // Now loop over the resourceObjects array and set the Tiles to resources
                for (int index = 0; index < length; index++)
                {
                    // Get the position of the resource
                    Vector3 key = ToPixels(resourceObjects[index].transform.position);

                    // Check if the key is in the list
                    if (TileDictionary.ResourcePositions.Contains(key))
                    {
                        // Holds the Tile's ResourceType
                        ResourceType resourceType = resourceObjects[index].GetComponent<ResourceTile>().Type;

                        // Update the tile at the given key
                        TileDictionary.UpdateTile(key, resourceType, resourceObjects[index]);
                    } // end if
                    else
                    {
                        // Otherwise, we want to get rid of the resource object
                        GameObject.Destroy(resourceObjects[index]);
                    } // end else
                } // end for
            } // end else
        }