public void createMap(int nWidth, int nHeight) { GameObject goTmpTile = null; Vector3 vecMapPosition = new Vector3(0.0f, 0.0f, 0.0f); float fMapScale = 2.0f; int nCount = 1; for (int i = 0; i < nWidth; i++) { for (int j = 0; j < nHeight; j++) { vecMapPosition = new Vector3((float)i * fMapScale, 0.0f, (float)j * fMapScale); if (m_arDefenceMapIndex[i, j] < 2) { goTmpTile = Instantiate(m_cLoadNode.getImpossibleNode(m_arDefenceMapIndex[i, j]), vecMapPosition, Quaternion.identity); } else { goTmpTile = Instantiate(m_cLoadNode.getPossibleNode(m_arDefenceMapIndex[i, j] - 2), vecMapPosition, Quaternion.identity); } m_arMarsMap[i, j] = goTmpTile; m_arMarsMap[i, j].name = "Tile" + nCount; m_arMarsMap[i, j].transform.parent = m_goMarsMapHolder.transform; nCount++; } } }
public void createMap(int nWidth, int nHeight) { m_goMarsMapHolder.name = "MarsMaps"; m_arMarsMap = new GameObject[nWidth, nHeight]; m_arDefenceMapIndex = new int[nWidth, nHeight]; GameObject goTmpTile = null; Vector3 vecMapPosition = new Vector3(0.0f, 0.0f, 0.0f); float fMapScale = 2.0f; int nCount = 1; int nNodeIndex = 0; for (int i = 0; i < nWidth; i++) { for (int j = 0; j < nHeight; j++) { vecMapPosition = new Vector3((float)i * fMapScale, 0.0f, (float)j * fMapScale); if ((i + j) % 2 == 1) { nNodeIndex = 1; } else { nNodeIndex = 0; } if ((i == 0 && j == 5) || (i == 0 && j == 6) || (j == 0 && i == 5) || (j == 0 && i == 6) || (i == 11 && j == 5) || (i == 11 && j == 6) || (j == 11 && i == 5) || (j == 11 && i == 6)) { goTmpTile = (GameObject)Instantiate(m_cLoadNode.getPossibleNode(nNodeIndex), vecMapPosition, Quaternion.identity); } else if (i == 0 || i == 4 || i == 7 || i == 11 || j == 0 || j == 4 || j == 7 || j == 11) { goTmpTile = (GameObject)Instantiate(m_cLoadNode.getImpossibleNode(nNodeIndex), vecMapPosition, Quaternion.identity); } else { goTmpTile = (GameObject)Instantiate(m_cLoadNode.getPossibleNode(nNodeIndex), vecMapPosition, Quaternion.identity); } m_arMarsMap[i, j] = goTmpTile; m_arMarsMap[i, j].name = "Tile" + nCount; m_arMarsMap[i, j].transform.parent = m_goMarsMapHolder.transform; nCount++; } } }
// Use this for initialization void Start() { m_cLoadNode = new C_LOADNODE(); m_cLoadNode.load(); m_arNodeColor = new int[4]; m_goNode = null; m_goTower = new GameObject(); m_goTower.name = "TowerHolder"; for (int i = 0; i < 4; i++) { if (i < 2) { m_arNodeColor[i] = colorChangeInt(m_cLoadNode.getImpossibleNode(i).GetComponent <Renderer>().sharedMaterial.color); } else { m_arNodeColor[i] = colorChangeInt(m_cLoadNode.getPossibleNode(i - 2).GetComponent <Renderer>().sharedMaterial.color); } } m_nNodeIndex = 0; m_nBackgroundColor = 827160832; m_cTowerSelect = gameObject.GetComponent <MapEdit.C_TOWERSELECT>(); m_cDefenceMap = new C_CUSTOMDEFENCEMAP(); m_cDefenceMap.init(m_cLoadNode); m_bStart = false; m_bRoadBuilding = false; m_bFloorEdit = false; }
public void createNode(int nIndex) { if (m_goNode) { Destroy(m_goNode); m_goNode = null; } if (m_goTower.transform.childCount > 0) { Destroy(m_goTower.transform.GetChild(0).gameObject); } if (nIndex < 2) { m_goNode = Instantiate(m_cLoadNode.getImpossibleNode(nIndex), new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); } else { m_goNode = Instantiate(m_cLoadNode.getPossibleNode(nIndex - 2), new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity); } }