예제 #1
0
    private void Start()
    {
        spawns = GetComponent <SpawnPointsGenerator>();

        filePath  = Application.persistentDataPath;
        gameScore = new GameScore();
        Debug.Log(filePath);
        LoadScore();
    }
예제 #2
0
        void Start()
        {
            Transform child;

            if (recursionLevel == 0)
            {
                int meshNum = myProfile.groundBlocks.Length;
                int matNum  = myProfile.groundMaterials.Length;
                myMesh     = myProfile.groundBlocks[Random.Range(0, meshNum)];
                myMaterial = myProfile.groundMaterials[Random.Range(0, matNum)];
            }
            spawns              = GameObject.Find("GameManager").GetComponent <SpawnPointsGenerator>();
            myMeshFilter.mesh   = myMesh;
            myRenderer.material = myMaterial;

            if (recursionLevel < maxLevel)
            {
                if (recursionLevel == maxLevel - 1)
                {
                    child = Instantiate(basePrefab, transform.position + transform.up, transform.rotation, this.transform);
                    int MeshNum = myProfile.roofBlocks.Length;
                    int matNum  = myProfile.roofMaterials.Length;
                    child.GetComponent <NavTowerBlock>().Initialize(recursionLevel + 1, myProfile.roofMaterials[Random.Range(0, matNum)], myProfile.roofBlocks[Random.Range(0, MeshNum)]);
                    if (child.GetComponent <NavTowerBlock>().myMesh == myProfile.roofBlocks[0] && spawns.spawnList.Count < spawns.spawnPointMaxCount)
                    {
                        spawns.GenerateSpawnPoint(child.transform);
                    }
                }
                else
                {
                    child = Instantiate(basePrefab, transform.position + transform.up, transform.rotation, this.transform);
                    int meshNum = myProfile.mainBlocks.Length;
                    int matNum  = myProfile.mainMaterials.Length;
                    child.GetComponent <NavTowerBlock>().Initialize(recursionLevel + 1, myProfile.mainMaterials[Random.Range(0, matNum)], myProfile.mainBlocks[Random.Range(0, meshNum)]);
                }
            }
        }