public void saveBrick(Brick bks) { BrickSave bSv = bricks[bks.id]; bSv.drilledAmount = bks.drilledAmount; bSv.mineralType = bks.mineralType; bSv.neighbourCode = bks.neighbourCode; }
static PlayerSave initFirstPlay() { PlayerSave s = new PlayerSave(); BrickSave brick; int ROW = 161; int COLUMN = 50; int brkType; float rand; for (int i = 0; i < ROW; i++) { for (int j = 0; j < COLUMN; j++) { brick = new BrickSave(); brick.id = i * COLUMN + j; brkType = getBrickType(i); brick.brickType = (BrickType)brkType; brick.drilledAmount = 0; brick.neighbourCode = i * COLUMN + j < COLUMN ? "1011":"1111"; //add minerals if (i == ROW - 1 || (i == 0 && j >= 22 && j <= 27)) { //last row, cant be drilled brick.mineralType = MineralType.NonBreakableStone; } else { rand = UnityEngine.Random.value; if (rand < 0.2f) { brick.mineralType = (MineralType)(rand > 0.18? brkType + 1: (rand > 0.13? (int)MineralType.Stone:brkType)); } } s.bricks.Add(brick); } } //first commit s.commit(); return(s); }
static PlayerSave initFirstPlay() { PlayerSave s = new PlayerSave(); BrickSave brick; int ROW = 161; int COLUMN = 50; int brkType; float rand; for (int i=0; i<ROW; i++) { for(int j=0; j<COLUMN; j++){ brick = new BrickSave(); brick.id = i*COLUMN+j; brkType = getBrickType(i); brick.brickType = (BrickType)brkType; brick.drilledAmount = 0; brick.neighbourCode = i*COLUMN+j<COLUMN ? "1011":"1111"; //add minerals if(i==ROW-1 || (i == 0 && j >= 22 && j <= 27)){ //last row, cant be drilled brick.mineralType = MineralType.NonBreakableStone; }else{ rand = UnityEngine.Random.value; if(rand <0.2f){ brick.mineralType = (MineralType)(rand>0.18? brkType+1: (rand> 0.13? (int)MineralType.Stone:brkType)); } } s.bricks.Add(brick); } } //first commit s.commit (); return s; }